remmp1_elysium_rev1 released

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Digimerc
Posts: 4
Joined: Thu Mar 08, 2012 8:31 pm

remmp1_elysium_rev1 released

Post by Digimerc »

Hey guys,

New here, but wanted to drop by and let everyone know I just released the first revision of a quake 3 map. It was made primarily for clan arena with hopes of getting on the quake live rotation.

If you do download and play it, please feel free to email me your comments/suggestions so I can make the map better. I ask for you to email as it is much easier for me than checking in on forum posts. But if you must post away here and I am sure I will find it.

[lvlshot]http://www.joshtyrell.com/images/levels ... ysium4.jpg[/lvlshot]


[lvlshot]http://www.joshtyrell.com/images/levels ... ysium5.jpg[/lvlshot]

download link below

http://www.joshtyrell.com

Direct link

http://joshtyrell.com/images/levels/ely ... 1_rev1.pk3



thanks again
Last edited by Digimerc on Thu Mar 08, 2012 10:14 pm, edited 1 time in total.
Ferrao10
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Re: remmp1_elysium_rev1 released

Post by Ferrao10 »

First things first:

-Post a direct d/l-link please.
People here are not used to search through a website to find that final link, which even includes clicking a pic.
-Expect (constructive) criticism not by mail but by the means of this forum.
You posted here, come back here for answers. Most of us discuss in public. Sometimes it does hurt ;).
-Downloading just right now 'cause lighting and texturing look old-school but OK. For first judgement, based upon screens alone, don't expect a Live publish, though.
-Break up the walls. They are too flat. They are well textured with the old material but they need to be more jutted.

More comments later probably.
Digimerc
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Joined: Thu Mar 08, 2012 8:31 pm

Re: remmp1_elysium_rev1 released

Post by Digimerc »

posted a direct link.

and my asking for feedback through email wasnt to forgo any bad comments, but in the past I have seen things get out of hand in terms of people starting to digress on subjects instead of sticking to information that can be used.

understand your comments though
deqer
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Re: remmp1_elysium_rev1 released

Post by deqer »

nice architecture. especially that wall in screenshot #2.

BTW, comments in public are good because other people see/learn from them, and the authors also want all to see because not cool to put their own time writing comments in private email that only you will see, because you are no one important to receive private/personal help via email. I'm not saying this directly to you; I am just rambling out loud.
Ferrao10
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Re: remmp1_elysium_rev1 released

Post by Ferrao10 »

I can't/won't judge about gameplay as I hardly play any TDM, just CTF.
Connectivity is well done; very fast to roam the entire place.
Lighting is A-OK for my taste. Not a single dark corner but also not overbright and features well accentuated colours by the shaders and torches.
Architecture contains some really nice elements. Especially good use of curves/square cylinders. Quite impressive ceiling-architecture in that one room.
You made very good use of those stock-textures. I mean, sure, we have seen countless maps in those colours in all those years. So... it's nothing new, but it looks really good and homey :).
I'm not a big fan of the decal weapon markers you choose. Imo, they are too techy. DM6 is kind of a tech-map featuring mostly gothic textures. In that map markers like yours would fit. But not so much within your environment.
About the wall-jutting: they primarily look too flat near most of the doorways. You used that purpel-ish metal-trim texture around most of them. Common thing. They can be very useful to break the monotony of a flat wall. Or break those parts with just a vertical beam of the brownish metal-texture on either side of the doorway. It's just about adding some vertical visual aspect to the wall. And you do have one nicely broken-up wall in there ;).

Definitely a nice map.
DaEngineer
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Re: remmp1_elysium_rev1 released

Post by DaEngineer »

Indeed very nice looking despite the old textures. I haven't tested the gameplay yet, but what annoys me most are

1. the clips on the stairs. Gives a weird and uncomfortable feeling like walking on ice. The mind says "there's a stair, prepare for a bouncing view" but the eye responds "nope, that's a ramp, not a stair"
2. the big screens with the logo512 texture, they are not only stretched, they also don't fit the setting

But apart from that: looks promising!
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Digimerc
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Re: remmp1_elysium_rev1 released

Post by Digimerc »

ok, thanks for the feedback so far guys.

in terms of the clip brushes. should stairs NOT be clipped? or am i simply clipping them wrong? i understand exactly what you mean by the whole visual/actual feeling of going up and down the stairs, but i just figured this was "the way it is". if i need to clip them different i can do that for sure.

as far as the logos go, yeah they are stretched, but the only reason they are there was to be a placeholder for the actual "quake live" logo if this ever got onto quake live.

and for the weapon pickup pads, you are probably right. i actually had a far different setup before i released the map that i deleted and put these in place of. so i might change it back closer to what it used to be like.

i am currently going to start working on "_rev2" . one major change i am going to make is in all the cracks in the floor, instead of there being just concrete under it, i am going to make it fog that has far more depth. i will also as mentioned before be tweaking the lighting and getting rid of a couple skybox issues. (man i hate the limitations of the sky boxes in this engine).

thanks again and keep the comments coming
obsidian
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Re: remmp1_elysium_rev1 released

Post by obsidian »

Clipping stairs in my opinion is a matter of preference. Some people like the smoothness of travelling up clipped stairs, some people like the more realistic tactile feel of actually climbing them. I think some mods like CPMA have clipped stairs so that you can ramp-jump off them. Either way, it's probably a good idea to at least botclip stairs, it makes bots behave a little less silly on them.
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wattro
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Re: remmp1_elysium_rev1 released

Post by wattro »

if you want the best of both words, put ramp trim on the sides of the stairs. then it's player choice and more gameplay
Digimerc
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Re: remmp1_elysium_rev1 released

Post by Digimerc »

Hey guys,

Been awhile but I had to take time away from the mappage and do some other things. I have updated my site with 3 videos of the upcoming maps.

Elysium_Rev2

Tournament level

Warehouse level

let me know what you think, but all the maps should be released probably by this weekend. so any comments you see in the videos would be great pre-release.

http://www.joshtyrell.com

all 3 vids right there.
obsidian
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Re: remmp1_elysium_rev1 released

Post by obsidian »

Other than your taste in music, those maps look pretty sexy. :p
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CZghost
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Re: remmp1_elysium_rev1 released

Post by CZghost »

Mmm, cannot wait for release...
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EmeraldTiger
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Re: remmp1_elysium_rev1 released

Post by EmeraldTiger »

Some nice looking stuff. I especially like the last one, (tournament map) reminds me of the urban design of some QL maps, and the compact, small layout appears fast-paced and exciting.
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fKd
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Re: remmp1_elysium_rev1 released

Post by fKd »

wow, these look mighty impressive. well done! :up:
Bliccer
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Re: remmp1_elysium_rev1 released

Post by Bliccer »

Very impressive footage there.
Minor stuff:
In warehouse the windows (rounded and flat ones) don't look like they would cast any shadows on the geometry. Maybe add a decal there?
Elysium looks too flat for my taste. Maybe it's the missing dirt? (normally I'm more the plain one, but here...). AND the rounded wall at 1:01 looks weird. I guess it's how you applied the wall texture... because the stones don't fit as a rounded shape.
And the tournament lvl looks too cramped for my taste. You could higher everything a bit more. Double the jumppad heights, higher the doorways etc... just my feeling during the video.
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