"Ye Olde Pump" -canceled

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
AndyW
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"Ye Olde Pump" -canceled

Post by AndyW »

gone
Last edited by AndyW on Sun Jun 21, 2015 6:18 pm, edited 16 times in total.
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Pat Howard
Posts: 494
Joined: Tue Mar 31, 2009 11:14 am

Re: "Under Defeat" [WIP] by AndyW

Post by Pat Howard »

Hi, andyw. I looked at your map. There are a couple things that need fixing before people can test this. First, you only have one start location. Place 8 or 10 of them around your map evenly spread out. Second, you have a teleporter that doesn't go anywhere, which is confusing.

I noticed you also have two red armors in your map. Generally, there is only room for one. Another thing I noticed was that the scale is a little big in the outdoor areas. It's not so big that it's a problem, but just keep studying scale as you make more maps. Oversized maps can be problematic because they make the hitscan weapons, e.g. Lightning and rail, overpowered.

Keep up the hard work. If this is your first map then it's quite impressive.
AndyW
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Re: "Under Defeat" [WIP] by AndyW

Post by AndyW »

Thx Pat!
Last night i did an re-work of the outside areas and added 10 spots for spawning. Im still thinking about a good spot for the teleporter-spawn. 2nd RA removed! :)
Strange stuff happened when i added 4 doors to the map (i always ended up in a void-styled gxf-error -BUT JUST IN SPEC MODE). As i removed the doors the "BUG" was gone.

EDIT: I will post a fixed version on Friday 03.20.15
Last edited by AndyW on Wed Mar 18, 2015 7:37 pm, edited 1 time in total.
Die Vitamine sind in der Dose gefangen!!!
cityy
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Re: "Under Defeat" [WIP] by AndyW

Post by cityy »

Recheck if you are creating the doors in correct fashion: http://ws.q3df.org/level_design/doors/ :)

I'm hoping to get my hands on your map with the new release. I'm currently moving to a new place and am stuck with my mac only.
www.ferdinandlist.de/leveldesign
AndyW
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Re: "Under Defeat" [WIP] by AndyW

Post by AndyW »

cityy wrote:Recheck if you are creating the doors in correct fashion: http://ws.q3df.org/level_design/doors/ :)

I'm hoping to get my hands on your map with the new release. I'm currently moving to a new place and am stuck with my mac only.
Hahaa... Im also moving to a new Appartment end of next week! After 8 Years livin in a Ghetto (Mannheim-Jungbusch / In Germany you will call this a Ghetto, its the worst Place in Mannheim) im moving to a nice area! :) :)
I will miss the Industry-touch in the Harbor-Area. But i dont will miss all the alcoholics and medic/heroin junkies yellin 24 hours a day.
Die Vitamine sind in der Dose gefangen!!!
cityy
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Re: "Under Defeat" [WIP] by AndyW

Post by cityy »

Geez! It wasn't that bad for me despite living in east germany. :D
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AndyW
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Re: "Under Defeat" [WIP] by AndyW

Post by AndyW »

Living in a place you dont like sucks :(
But sometimes that "dirt & human misery" put me in a mood thats quite good for my creativity. :sly:

But i will miss PETER, hes an oldschool-alcoholic living in a "Betty Ford styled clinic" right next to my door.
Hes always singing like: "Oooh du schöner Westerwald"... or "Ja die Liebe, ja die Liebe, das ist des Herzens Glück"
Everytime i felt sad Peter tooks a smile on my Face when i heard him singin in the streets! :up:

Check out his insane dancing skills!
https://www.youtube.com/watch?v=U5sBtV4ADy0
Die Vitamine sind in der Dose gefangen!!!
obsidian
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Re: "Under Defeat" [WIP] by AndyW

Post by obsidian »

That's cool, but you just don't mess with Technoviking in Berlin (he will point at you angrily and drink from inverted bottles):

[youtube]UjCdB5p2v0Y[/youtube]
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
AndyW
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Re: "Under Defeat" [WIP] by AndyW

Post by AndyW »

OMG :alert:
Real Vikings don't use chemical drugs! :dork:
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Eraser
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Re: "Under Defeat" [WIP] by AndyW

Post by Eraser »

obsidian wrote:That's cool, but you just don't mess with Technoviking in Berlin (he will point at you angrily and drink from inverted bottles)
And earn $13,000 in payment after suing the person who recorded and uploaded that video to YouTube.
AndyW
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Re: "Under Defeat" [WIP] by AndyW

Post by AndyW »

aargh
Last edited by AndyW on Fri Mar 20, 2015 9:17 pm, edited 1 time in total.
Die Vitamine sind in der Dose gefangen!!!
Pat Howard
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Re: "Under Defeat" [WIP] UPDATED ON 03.20.15

Post by Pat Howard »

hey, man. looks like it's playing well now. don't worry too much about the spawn points. they seem fine now, and spawn locations are the least important thing in FFA, even behind ammo.

the quad plays well because the map is really big.

i would probably switch LG and PG because LG is the most powerful weapon on the map and i'm worried the LG+RA combo is overpowered. either way, center the weapon on the bridge in line with the RA. it's a pain to go into the corner and get it as it is. note: that bridge will rarely be used for traveling through the room since it's mid-level on the perimeter. it will mainly be used for getting fighting angles while fighting for the RA.

the bouncer under the MH up to the top level still seems weird because 1.) by making a short chute up the the first level you give players the idea that it's only going that high, and 2.) i almost always use it to get to the MH anyway. why not turn it into a 45-degree angled bouncer that goes straight to the MH? like this but in the corner.

looks like you are ready to detail it up! i'll warn you, if you keep the base texture set your map might not get too much attention from some people who don't like old textures. in the cgtextures age, it's almost impossible to impress people with the q3 stock textures or even old custom texture sets that are low res.

you could try phantazm's recent texture set that he created for his map, geotechnic, if he's okay with it. i think it would fit your theme nicely. of course sock's industrial set is an option, but there are already two maps in progress on this forum using that set, so you might not be as inclined to use it right now. that said, sock's set is very adaptable and you could use different colors to set your map apart.
Pat Howard
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Re: "Under Defeat" [WIP] UPDATED ON 03.20.15

Post by Pat Howard »

hey, man. looks like it's playing well now. don't worry too much about the spawn points. they seem fine now, and spawn locations are the least important thing in FFA, even behind ammo.

the quad plays well because the map is really big.

i would probably switch LG and PG because LG is the most powerful weapon on the map and i'm worried the LG+RA combo is overpowered. either way, center the weapon on the bridge in line with the RA. it's a pain to go into the corner and get it as it is. note: that bridge will rarely be used for traveling through the room since it's mid-level on the perimeter. it will mainly be used for getting fighting angles while fighting for the RA.

the bouncer under the MH up to the top level still seems weird because 1.) by making a short chute up the the first level you give players the idea that it's only going that high, and 2.) i almost always use it to get to the MH anyway. why not turn it into a 45-degree angled bouncer that goes straight to the MH? like this but in the corner.

looks like you are ready to detail it up! i'll warn you, if you keep the base texture set your map might not get too much attention from some people who don't like old textures. in the cgtextures age, it's almost impossible to impress people with the q3 stock textures or even old custom texture sets that are low res.

you could try phantazm's recent texture set that he created for his map, geotechnic, if he's okay with it. i think it would fit your theme nicely. of course sock's industrial set is an option, but there are already two maps in progress on this forum using that set, so you might not be as inclined to use it right now. that said, sock's set is very adaptable and you could use different colors to set your map apart.
AndyW
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Re: "Under Defeat" [WIP] UPDATED ON 03.20.15

Post by AndyW »

Im thinking about to delete the Bouncer near the MH and maybe move the Crates.
I personally like the MH spot, its fun to strafe an circle into that corner, and you can get away really fast via the teleporter.
To me the Map feels quite small, maybe for 1o1. I think there are 2 Main Routes. And it seems the Main Action is in the "teleporter-spawn-outside" area. The middle of the map is just like a lift/staircase :/
This will happen if you start building a map with no planning :(
I will finish this one and try to do the best i can.
Im already thinking about the next one :D
And im thinking to do an small "id" -sign Tattoo on my right Ankle. :)
Last Year i did a small "Derek Riggs" Logo to my left Ankle. ( The great Artist that did all the IRON MAIDEN paintings till mid. 90´s )
Love under the skin :)
Quake, i love you! :id:

Wie konnte ich es nur so lange ohne dich aushalten??
Achtung!
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AndyW
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Re: "Come to Daddy" [WIP] UPDATED ON 03.20.15

Post by AndyW »

can someone please help me getting socks textures to work ?
The scale seems 8 times bigger than the normal stock textures. When i do a 64x64 brush just a small part of the texture is shoen. :(
Im a total newbie on texture stuff :( :(
Image
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AEon
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Re: "Come to Daddy" [WIP] UPDATED ON 03.20.15

Post by AEon »

You will need to manually set the texture scale for each brush to 0.125 instead of 0.5. When you clone that brush the scale is remembered.

I only recently found out that you can scale the textures on each brush differently, and they will all be fine in Q3A... uncanny. In the prefs of GTKradiant (1.6.4) somewhere the default texture scale can be changed if need be. E.g. if you had a map only consisting of hires textures. But since most of your textures seem to be stock id, you will need to fix the texture scaling on a per face level for the hires ones.
AndyW
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Re: "Come to Daddy" [WIP] UPDATED ON 03.20.15

Post by AndyW »

Cool :!:
Wow, what a difference in game! :ducky:
Thanks! :up:
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Pat Howard
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Re: "Come to Daddy" [WIP] UPDATED ON 03.20.15

Post by Pat Howard »

hit "P" in radiant to open the preferences. in the Other>Brush section you can set the default texture scale (in radiant 1.6 or later only).

if you are using hi res textures, this is definitely the way to go.

if you are using a version of radiant early than 1.6, you can make a 256x256 version of the texture and make that the qer_editorimage using a shader. however, this is a little more time-consuming so i'd suggest just using the first method. i've never actually tried this method, i just remember sock mentioning it. i guess it could come in handy if you want to release a hi res version of your map and a low res version without rescaling all the textures.
AndyW
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Re: "Come to Daddy" [WIP] UPDATED ON 03.20.15

Post by AndyW »

A few changes.
-Mid jumper is gone.
-Added small pit for SG

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AndyW
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Re: "Ye Olde Pump" [WIP] UPDATED ON 03.20.15

Post by AndyW »

Finally decided to do and "Oil-refinery" Theme.
I want to place 1 or 2 cool Oil-pumps in the outside areas (not inside the playing-area, just eyecandy) and some smokestacks.
I will do 2 releases on this Map:
-1st with "stock-textures" (Think mid April)
-2nd with "Socks hi-res textures"

Tomorrow i start moving to a new appartment, maybe im in the "VOID" for 1-2 weeks! :)
Die Vitamine sind in der Dose gefangen!!!
AndyW
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Re: "Ye Olde Pump" [WIP] UPDATED ON 03.20.15

Post by AndyW »

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Die Vitamine sind in der Dose gefangen!!!
Fjoggs
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Re: "Ye Olde Pump" [WIP] UPDATED ON 03.20.15

Post by Fjoggs »

Looks pretty good! I think you should consider using a better textureset though. The stock Quake 3 textures looks incredibly dated these days.
cityy
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Re: "Ye Olde Pump" [WIP] UPDATED ON 03.20.15

Post by cityy »

Your geometry and scaling looks great! It really encourages to grab the map and discover what's going on. Keep it up (y)
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AndyW
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Re: "Ye Olde Pump" [WIP] UPDATED ON 03.20.15

Post by AndyW »

Im Back :) -today the "Cable Guy" fixed my DSL in the new appartment :alert:
After doing "real-life-brushwork" the last 2 weeks i will start to finish my map today.
Seems that i need an new Computer, my old Intel DUO T2330 / 2GB RAM / Radeon X2300 sounds like an Jet-Engine... :cry:
I think i have to grab an old machine for around 80 bucks bevore my laptop finally dies...
No money no murder... :olo:
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AndyW
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Re: "Ye Olde Pump" [WIP] UPDATED ON 03.20.15

Post by AndyW »

I have to upgrade my ImageShack account :/

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