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sst13 vs QL

Posted: Fri Mar 04, 2016 2:06 am
by sst13
For all final releases check out my Steam Workshop: http://steamcommunity.com/id/_sst13_/myworkshopfiles/

Ok gentlemen, I'm going to port some of my maps over to Quakelive. :D Thanks to: v1l3 and themuffinman Image
Using this thread to collect & test all my QL releases here.

Here is my first map Campgrounds CTF:

[lvlshot]http://sst13.net/maps/ql/pics/13camp.jpg[/lvlshot]

Download: http://sst13.net/maps/ql/13camp.pk3 (3MB)

I choose this one to test ALL the (new) QL gametypes. Feel free to test all types and tell me if you find any bugs or errors.

My next map will be "Agony" as v1l3 already requested. <3


I have also 2 questions about QL:
#1:
In my QL, custom maps don't have levelshots in the map selection menu. Is this a known bug, or is there something wrong on my side?
#2:
I found a wierd Mip-Mapping Bug on textures with odd sizes. As example "gothic_door/archpart8.jpg" is 226x226. Viewing this texture from a distance (lower mip map level) results in diagonally shifted texture coordinates.
Pic from original QL Campgrounds: (see windowsill)
Image
Can someone reproduce this bug? Because I'm using some older nvidia drivers for proper antialiasing and don't want to update. :owned:


sst13...

Re: sst13 vs QL

Posted: Sat Mar 05, 2016 10:45 pm
by AndyW
#1: I also have that missing levelshots for custom maps in map-selection.
#2: Yeah i can reproduce it, but it looks a bit different :

[lvlshot]http://i.imgur.com/wZ3XaBP.jpg[/lvlshot]

[lvlshot]http://i.imgur.com/aSHhlXN.jpg[/lvlshot]

EDIT: Im using an MSI GTX-960-4GD5T-OC with latest driver version. But i will check for an update tomorrow!

Re: sst13 vs QL

Posted: Wed Mar 09, 2016 8:14 pm
by sst13
Map is now available in the Workshop: http://steamcommunity.com/sharedfiles/f ... =641686200
Thanks AndyW for testing! :)

Next map will be 13agony + 13agony_ctf...

Re: sst13 vs QL

Posted: Tue Mar 15, 2016 5:58 am
by sst13
Here comes QL Agony (Beta)

[lvlshot]http://sst13.net/maps/pics/agony6.jpg[/lvlshot]

Download BETA: http://sst13.net/maps/ql/13agony.pk3 (2.3MB)

Gametypes: FFA, Duel, Race, Clan Arena, Freeze Tag, Domination, Red Rover

It seems like item_botroam is somewhat fucked up in QL. It ignores the gametype settings and spawns in all types. Also the weight key doesn't work. Bots even camp on the spot. >:(
So if you test with bots don't expect "real" gameplay. :D

sst13...

Re: sst13 vs QL

Posted: Tue Mar 15, 2016 3:43 pm
by obsidian
You might be better off just removing the botroam. At least they won't be camping a spot.

Re: sst13 vs QL

Posted: Tue Mar 15, 2016 8:15 pm
by sst13
obsidian wrote:You might be better off just removing the botroam. At least they won't be camping a spot.
Ok, removed all, except for one that attracting bots to the jumppad leading up to the RL.

Re: sst13 vs QL

Posted: Wed Mar 23, 2016 4:42 am
by sst13
QL Agony CTF (Beta)

[lvlshot]http://sst13.net/maps/pics/agony_ctf1.jpg[/lvlshot]

Download BETA: http://sst13.net/maps/ql/13agony_ctf.pk3 (4.1MB)

Gametypes: FFA, Duel, Race, TDM, CA, CTF, FT, Dom, AD, RR


sst13...

Re: sst13 vs QL

Posted: Thu Mar 31, 2016 6:24 pm
by roughrider
although i don't play QL the maps look cool. downloaded this last one just 'cus :)

Re: sst13 vs QL

Posted: Sat Apr 09, 2016 11:28 pm
by sst13
QL "Lost Yard - Extended" (Beta)

[lvlshot]http://sst13.net/maps/ql/pics/13yard_xt.jpg[/lvlshot]

Image Image

This is an extended version of my Q3 map.

Like in the original q3dm17 there is now a platform floating above the maps center, holding a teleporter leading direct into the former secret room. Here you find the Quad in FFA & TDM. And in Harvester both team goals melted into a single entity. (experimental, don't expect bots can handle this) :rolleyes:
To reach the teleporter platform you can use the new "Wind Pipe" jumppad surrounded by a pyramid shaped tower. Or simply make a rocketjump shortcut from another jumppad.

Download BETA: http://sst13.net/maps/ql/13yard_xt.pk3 (3.5MB)

Gametypes: FFA, Duel, TDM, CA, Har, FT, RR


I'm going to make an extended Q3A version too. And Baby Cthulhu will return in the final version in a new secret room. :D

sst13...

Re: sst13 vs QL

Posted: Sun Apr 10, 2016 9:46 am
by Hipshot
I haven't seen that last one. That looks like a really cool version of 17!

Re: sst13 vs QL

Posted: Wed Apr 27, 2016 10:12 pm
by coltonquake3
Please backport that version to Q3, sst13! That would be the BEST. LOST YARD. EVER.

Re: sst13 vs QL

Posted: Thu Jun 09, 2016 7:09 pm
by sst13
QL "Iron Hive" (Beta)

[lvlshot]http://sst13.net/maps/ql/pics/13hive.jpg[/lvlshot]


Gametypes: FFA, Duel, Race, TDM, CA, OneFlag*, Har*, FT, Dom, RR

In Harvester & OneFlag CTF both team goals melted into a single entity. (experimental, don't expect bots can handle this) :rolleyes:


Download BETA: http://sst13.net/maps/ql/13hive.pk3 (6.1MB)
or QL Workshop: http://steamcommunity.com/sharedfiles/f ... =700535850


sst13...

Re: sst13 vs QL

Posted: Fri Jun 10, 2016 10:41 am
by AndyW
I love the look of Iron hive! :up:

EDIT:
Map*beta wont load in Wolfcam /missing player spawn... For the QL-Workshop link everything works fine here!

Nice "Hans-Rüdi" skybox btw ;)
:up:

Re: sst13 vs QL

Posted: Tue Jun 21, 2016 7:24 pm
by coltonquake3
Would love to see that one backported to Q3 as well... You're making me drool already sst13!

Re: sst13 vs QL

Posted: Tue Jun 21, 2016 11:04 pm
by fKd

Re: sst13 vs QL

Posted: Wed Jun 22, 2016 11:43 am
by coltonquake3
Thank you for reminding me there already IS one... I already knew about it, but my brain farted there... :owned: :dork:

Re: sst13 vs QL

Posted: Mon Jun 27, 2016 11:34 pm
by sst13
QL "Black Realm - HD" (Beta)

[lvlshot]http://sst13.net/maps/ql/pics/13black.jpg[/lvlshot]

This is the "Special Edition" with mirror floor. Updated with a lot new details.

Gametypes: FFA, Duel, TDM, CA, FT, Dom, RR


Download BETA: http://sst13.net/maps/ql/13black.pk3 (16MB) :eek:
or QL Workshop: http://steamcommunity.com/sharedfiles/f ... 711676316a


A Q3A version comes soon. :)

sst13...

Re: sst13 vs QL

Posted: Tue Jun 28, 2016 2:49 am
by coltonquake3
Can't wait to see it! The original/original SE was a blast! Although you're just gonna be like George Lucas & say that "nope, the SE is the only one that exists" in QL anyways, aren't you? Maybe bringing the original over would suffice too if possible.

Re: sst13 vs QL

Posted: Thu Jun 30, 2016 7:09 pm
by sst13
coltonquake3 wrote:... Maybe bringing the original over would suffice too if possible.
The Gameplay is 99.9% the same. So I think there is no need for this. :paranoid:


Download Q3A Version: (15MB)
http://sst13.de/map-13black_hd.pk3
http://sst13.de/map-13black_hd.zip

sst13...

Re: sst13 vs QL

Posted: Thu Jul 14, 2016 12:03 pm
by v1l3
I think that you should port over that Matrix Campgrounds map that you made to Quake Live. I was going to bring it up on Steam, but I figured I should make a comment here :ducky:

I had looked at trying to set up the, The Garry's Mod Publishing Utility, to publish some maps that actually have working .aas files in them, for QL, but I was on a server there a couple nights back, and I saw grey squares in front of the lights on the QL version of q3dm16, meaning somebody put up something in the Workshop that is causing the problem(as usual) because many there seem to have no idea of how things work, with there being missing textures, aas files, screwed up shaders, etc. There seems to be no organization there, so I don't know if I want to even get involved..plus if I can't even figure out how to set up the stinking Utility :clownboat:

I noticed that when you are putting up your maps in the Workshop, that you have been putting up beta versions before going final. That seems to work fine in Reflex, but in Quake Live, when you do an update to your map to a "next version" or having it go final at that, after you do the update, it causes a problem on the servers that are running the previous versions of your Workshop maps, and as a result of that, sometimes when people callvote the map on a server after you do an update, it locks everyone out of the server because the files don't match from the version which is on the server, and the version which is on the clientside...especially if they haven't subscribed to your map in the Workshop, so that their version stays current with yours.

If you are going to post anything on the Workshop, I suggest only adding final versions.

Re: sst13 vs QL

Posted: Thu Jul 14, 2016 5:54 pm
by sst13
@v1l3:
Ok, I moved the Matrix map to the second position of my queue... :)

>> There seems to be no organization there...
Yes, it's really sad. It seems there is absolut no moderation at all in the workshop. Not even the tag search works. :(

>> ... If you are going to post anything on the Workshop, I suggest only adding final versions.
A simple (automatic) server restart should solve the version mismatch problem? (if the severs map is subscibed)
It's also a goob idea for server admins to wait until the final, before putting the map on a server.

Re: sst13 vs QL

Posted: Thu Jul 14, 2016 10:08 pm
by v1l3
I think that most of the servers are set up on a timer for reboots .. and the servers are looking kind of dead, so i don't think anyone is paying close attention to it. Here in North America there are a a couple FFA and CA servers, and a FT server. They should just remove maps that are submitted that don't have working aas files in them in my opinion..why submit maps that can't be played? I know that it is Quake "Live" to be played against human player, but the players online will only play the same 10 maps over and over. If that's the case, I would think that the Workshop would be perfect for submitting maps that are "prettier" to show that the game looks way better than it did in the past .. hence your Matrix map would be a good example. I've had some good online matches on Hipshot's map "rustgrad".

Re: sst13 vs QL

Posted: Fri Jul 22, 2016 3:38 am
by sst13
Hi folks, there are 3 new beta maps available in my Workshop:

QL "Gothic Dawn"

[lvlshot]http://sst13.net/maps/ql/pics/13dawn.jpg[/lvlshot]

Gametypes: FFA, Duel, TDM, CA, FT, Dom, RR

Workshop: http://steamcommunity.com/sharedfiles/f ... =718515663


QL "Incineration Plant"

[lvlshot]http://sst13.net/maps/ql/pics/13plant.jpg[/lvlshot]

Gametypes: FFA, Duel, Race, TDM, CA, CTF, FT, Dom, AD, RR

Workshop: http://steamcommunity.com/sharedfiles/f ... =720990419


QL "Campgrounds - Matrix Edition"

[lvlshot]http://sst13.net/maps/ql/pics/13matrix.png[/lvlshot]

Gametypes: FFA, Duel, Race, TDM, CA, FT, Dom, RR

Workshop: http://steamcommunity.com/sharedfiles/f ... =728480172


sst13...

Re: sst13 vs QL

Posted: Mon Aug 01, 2016 8:57 pm
by Whiskey 7
My many thanks to the all the LEM people. I marvel at your creations and in my book you're magicians :up:
I heard there was going to be custom maps via Steam (a while ago it seems) and I am just now working out how to install and run about them.

Well done to all LEM contributors :up:

EDIT: Got the above custom map to load up :up: a whole new world opens up.

Re: sst13 vs QL

Posted: Thu Aug 11, 2016 3:23 pm
by sst13
QL "Dreamscape - Extended"

[lvlshot]http://sst13.net/maps/ql/pics/13dream_xt.jpg[/lvlshot]

There are 2 new jumppads leading from the lower center area up to the RL. And some new overall details.

Gametypes: ALL!

Workshop: http://steamcommunity.com/sharedfiles/f ... =741290532


A Q3A version is in progress. :)

sst13...