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Q3toWer revised
Posted: Sun May 15, 2005 6:58 pm
by Survivor
riddla wrote:My only gripes with the tower map was not being able to go to the very top of the towers and also having the teleporter for the platform so far away

Sorry to crush your hopes, the tele is in the same place and to be honest it isn't far. under 10 seconds from anywhere on the map.
The top is still only reachable by either plasma or bfg climbing. But it IS reachable during a tower attempt since damage is off.
*gets out list of to do and done*
to do
-None of your concern
done
-Changed weapon placement
-Replaced fences with walls
-Small cosmetic changes
-Fixed the signs
-Added 3 more teleporterdestinations as to prevent schizoprenic behaviour
-leet Skybox from ydnar, thanks for pointing me in the direction
-lighting
-Reasonable botflow around map
If you want to test it for me send me your msn adress since i don't have a server to upload it to.
Edit: Or this dumbass could just look at infosprite and post the link when the upload's done.
Posted: Sun May 15, 2005 7:25 pm
by Fjoggs
Posted: Sun May 15, 2005 7:29 pm
by Psyche911
Host it somewhere, I'll play through it and see if I can point out any flaws...
Posted: Sun May 15, 2005 7:41 pm
by Survivor
Posted: Sun May 15, 2005 11:09 pm
by CrinklyArse
i agree with riddla, i think it would be better if the portal to the very top would be better closer, but then again its only round the corner
overall i'd say its pretty immense, well done survivor

:icon14:
Posted: Mon May 16, 2005 5:31 am
by bork[e]
Nice. The ownage sign is awsome. :lol:
few things...
[lvlshot]http://www.members.cox.net/borke/1.jpg[/lvlshot]
[lvlshot]http://www.members.cox.net/borke/2.jpg[/lvlshot]
[lvlshot]http://www.members.cox.net/borke/3.jpg[/lvlshot]
[lvlshot]http://www.members.cox.net/borke/4.jpg[/lvlshot]
Posted: Mon May 16, 2005 5:44 am
by dzjepp
When the feck are we pyramiding again? Omg omg!

Posted: Mon May 16, 2005 10:32 am
by Survivor
bork[e] wrote:Nice. The ownage sign is awsome. :lol:
few things...
1.jpg
2.jpg
3.jpg
4.jpg
1 and 3 fixed. 2 is the best way to texture the patch, every other combination i tried turned out bad. 4 is original texture.
Posted: Wed May 18, 2005 5:52 am
by Anwulf
I thought the alley behind the park where the ammo is needed a clip brush or two so that you don't risk getting snagged. So also across the street from the park. Admittedly, it's a minor problem, but it'd spare me from being irritated.
I thought the grassy knolls in the park needed to have smoother elevations partly because it would make it possible to go up them from any direction and partly because the transition from flat to slope around the edges is too abrupt. Bones had a tendency to do silly things around the mound where the GL is, especially between it and the wall.
There was noticeable z-fighting on several of the signs where the backs of brushes just need caulking.
Half an hour might be OK if this were an ffa map, but if you're playing tourney, it gets a little tedious. Halving the timelimit would probably be better.
I haven't tried the map as ffa yet. It's good for rail practice, though, and I like the way height variation has been used.
Posted: Wed May 18, 2005 3:09 pm
by Survivor
Anwulf wrote:I thought the alley behind the park where the ammo is needed a clip brush or two so that you don't risk getting snagged. So also across the street from the park. Admittedly, it's a minor problem, but it'd spare me from being irritated.
I thought the grassy knolls in the park needed to have smoother elevations partly because it would make it possible to go up them from any direction and partly because the transition from flat to slope around the edges is too abrupt. Bones had a tendency to do silly things around the mound where the GL is, especially between it and the wall.
There was noticeable z-fighting on several of the signs where the backs of brushes just need caulking.
Half an hour might be OK if this were an ffa map, but if you're playing tourney, it gets a little tedious. Halving the timelimit would probably be better.
I haven't tried the map as ffa yet. It's good for rail practice, though, and I like the way height variation has been used.
Was thinking about adding some clipping to make the journey a bit smoother, I'll do that after this post. The problem with the bots hanging there is known to me. I was contemplating about either moving the patch or clipping a surface. I'm not lowering the hills since they are open enough for what they are ment to do. The rg can be reached from anywhere and the gl from where it should be reachable. Could you show me screenshots of the zfighting as i'm not certain where you say it's occuring. The settings for the .arena are not final. I simply wanted to give myself time to watch around yet not have to add a strong bot myself. So it's minimal.
Posted: Thu May 19, 2005 3:21 am
by Anwulf
I tried the map as ffa with seven bots and a 15 minute timelimit. Quite fun because the open nature of the map means that the fighting can get utterly manic on the main street. I found that I'd frag one bot only for another of them to be taking potshots at me from a different direction.
However, the size and openness meant that if you wanted to be lazy, then it's too easy to abuse the RG by grabbing the slugs and then camping on the 50 health where the windows are near the TPs where the RG spawns.
I'll post some screenshots of the z-fighting later.
Posted: Thu May 19, 2005 4:01 am
by Anwulf
Here are the pictures.
<img src = "http://anwulf.teamhuh.com/images/q3t01.jpg" width = "480" height = "360" vspace = "1">
<img src = "http://anwulf.teamhuh.com/images/q3t02.jpg" width = "480" height = "360" vspace = "1">
<img src = "http://anwulf.teamhuh.com/images/q3t03.jpg" width = "480" height = "360" vspace = "1">
But if you don't see this when you're running the game I wouldn't be surprised. Although I have the game set to 32 bit I still see z-fighting which is, no doubt, a consequence of the world's crappiest graphics card.
Posted: Thu May 19, 2005 11:18 am
by Survivor
Your card probably has a problem with the tin shader. Try looking at the heavy ownage sign from the side and see if you have the same problem.
Posted: Thu May 19, 2005 3:44 pm
by Anwulf
Survivor wrote:Try looking at the heavy ownage sign from the side and see if you have the same problem.
I have the same problem with that sign from both sides. I see so much z-fighting in both new maps and old that I don't get too worried about it. It's worth mentioning in case there's been some fundamental construction error.
Posted: Fri May 20, 2005 5:51 am
by Survivor
Anwulf wrote:Survivor wrote:Try looking at the heavy ownage sign from the side and see if you have the same problem.
I have the same problem with that sign from both sides. I see so much z-fighting in both new maps and old that I don't get too worried about it. It's worth mentioning in case there's been some fundamental construction error.
Guess it's your card. I did some of the things you guys mentioned and uploaded it again.
Same link.
Posted: Fri May 20, 2005 6:00 am
by Survivor
Anwulf wrote:However, the size and openness meant that if you wanted to be lazy, then it's too easy to abuse the RG by grabbing the slugs and then camping on the 50 health where the windows are near the TPs where the RG spawns.
Yeah well, bots don't send rockets your way neither do they take the bfg. So if you want to be a real ass you'd take the bfg and the ammo i put somewhere for tower demolition. But I'd say that playing against a human opponent would deny you the comfort of sitting in that spot.
Posted: Fri May 20, 2005 4:03 pm
by SonicClang
This looks like a fun map. I'm going to have to take a break from working on Classic Doom tonight and play this!

I need a frigen break anyway... grr... God I still love Quake 3! Best deathmatch experience you'll ever have is playing this game with a bunch of friends.
Posted: Sat May 21, 2005 2:08 pm
by CrinklyArse
this wont work for me

Posted: Sat May 21, 2005 2:09 pm
by CrinklyArse
(the link works fine and downloads fine, but i aint seein any pk3 in there

)
Posted: Sat May 21, 2005 2:19 pm
by Fjoggs
Uhm, it's not an pk3 in there, because it is the pk3.
Posted: Sat May 21, 2005 2:34 pm
by CrinklyArse
i get a zipped file without a pk3

Posted: Sat May 21, 2005 2:37 pm
by Survivor
try renaming the .zip to .pk3
Posted: Sat May 21, 2005 2:41 pm
by CrinklyArse
ok
Posted: Sat May 21, 2005 3:05 pm
by CrinklyArse
looking promising... game? :icon25:
Posted: Sat May 21, 2005 3:09 pm
by CrinklyArse
success!