Eggman Said It Best
#1108 posted by
HeadThump on 2004/06/01 15:01:28
I'll just second him that that is shaping up nicely, Scampie.
I Was Reading About QRad,
#1109 posted by
HeadThump on 2004/06/01 15:07:11
a utility that I am not familiar with on Fatty's site the other day. It allows for Quake 2 style texture lumination in Quake. It looks like your map may be the perfect candidate for that approach, RPG.
Speaking Of R_SPEEDS...
#1110 posted by
Jago on 2004/06/01 15:31:08
What�s considered to be "good average" and "max peak" r_speeds these days?
Depends
#1111 posted by
R.P.G. on 2004/06/01 15:46:59
Some people still stick with 600-700 tops. SP maps are much less likely to adhere to this guideline. DM maps usually stay below 700.
New Pimpage
http://chop.ond.se/chop3tourney1/ <- has new screens and beta in it.
I want to send out "GJ" packages to scampie and rpg for impressive work :D (especially scampie)
Scampie...
#1114 posted by
distrans on 2004/06/02 00:05:18
...looking good! That misaligned yellow light texture in the first shot is on purpose, yes?
Distrans:
#1115 posted by
- on 2004/06/02 00:06:54
the lighting there was just lights I copied from elsewhere so I could see.
already removed as of tonight.
.
#1117 posted by
necros on 2004/06/02 13:33:38
the brushwork looks good, and i like the textures. don't know where they're from...
lighting could use a bit more 'attitude'... i'd suggest these settings for the wall torches:
delay 5
wait 2
light 330
.
#1118 posted by
starbuck on 2004/06/02 15:18:36
i agree that the brushwork and texturing look quite good, and this shows good potential, but that lighting really needs work.
It's hard to define 'good lighting', but I feel it's important to get the right balance between contrast and plainness. That is, you shouldn't have areas which are all the same brightness; even if the area is outside, try to include some other light sources, so the light level varies. Also, you shouldn't have excessively contrasting lighting... lighting can be dramatic while still looking smooth and having gradual changes in brightness.
or something.
Heresp3
#1119 posted by
aguirRe on 2004/06/02 16:28:09
Nice architecture and textures, but lighting is awful. Fullbright next to pitch black will not promote anything in your map except headache, especially with the bright snow theme.
Just to get a different view, try relighting it with the following line:
light -fast -soft -extra4 -light 40 -addmin -range 0.15 -dist 0.9 heresp3
Or even better, follow necros' advice by using better falloff formulae, e.g. the new delay 5.
Gameplay was pretty good, maybe a bit too much teleport ambushes in really cramped corridors. Also, I'd suggest changing the now partly solid sky brushes into real sky by using the sky texture on all faces.
Heresp3
#1120 posted by
JPL on 2004/06/03 02:25:31
Nice screenshots !! But like necros, I just ask me where did you find this cool grey brick textures ?? Did you made it by yourself ??
Lol
#1121 posted by
here on 2004/06/03 07:19:08
ok, thanks I take advices and go map =)
I think u know these textures. ( I steal it on rtcw ) I know I haven't the right ... but the render is cool ...
I will be back in a little moment ... I put new beta edition when i finish it ...
Heresp3
#1122 posted by
Kinn on 2004/06/03 07:44:51
Some texture observations.
Firstly, What texture scale are you using? It's difficult to be sure, but they look kind of hi-res. I would advise against using scaled down textures if poss.
You mention using RTCW textures, which are designed for a higher texture resolution than standard Quake. I would recommend resampling the textures in Photoshop (or whatever image editor you use) eg. 256x256 -> 128x128, before you do the q1 palette conversion. You can then use them in Quake with normal 1:1 scale.
RTCW textures are notoriously grey. If you have oodles of time to spare, you may also want to "brown-them-up" with a levels correction and/or brightness/contrast correction before fitting them to the q1 palette, although that is a matter of personal taste.
Also, looking at some of the wooden beam structures, it looks as though you need to rotate some of the textures 90 degrees, to "align the grain". The ceiling beams in the first screenshot for example could use this.
I won't dwell on the lighting, as much has already been said, but it needs to be completely redone.
Forgot To Add
#1123 posted by
Kinn on 2004/06/03 07:49:17
I haven't actually played the beta yet, so all my comments are based solely on the screenshots.
Another Version!
The Curved Lights Still Seem Too Bright IMO
#1125 posted by
R.P.G. on 2004/06/06 16:52:56
.
Voodoochopsticks
#1127 posted by
pjw on 2004/06/06 22:19:11
I'm becoming fond of this map. :)
Screenshots:
http://www.planetquake.com/pjw/screenshots/chopss1.jpg
http://www.planetquake.com/pjw/screenshots/chopss2.jpg
http://www.planetquake.com/pjw/screenshots/chopss3.jpg
http://www.planetquake.com/pjw/screenshots/chopss4.jpg
http://www.planetquake.com/pjw/screenshots/chopss5.jpg
http://www.planetquake.com/pjw/screenshots/chopss6.jpg
Also, I'm still a little hesitant re: item load and health load . . . it certainly seems like there's too much health in there now for a tourney map (mega + 2x50 + 25s), and I suspect that two armors + a mega might be too much (in combination with all the health) for this size map. Plus the +50 right above the mega is a little weird . . . I wouldn't mind seeing the mega a little more risky to get as well--it's easy enough to snag it and teleport right out to a tele_dest that gives a lot of movement options as it is right now.
If it were my map, I'd try the following (in other words, feel free to ignore this part if you don't want blatant opinion)
a) remove the +50 above the mega and put a few shards there instead.
b) move the tele_dest for the mega tele to a slightly more dangerous place--my first inclination would be to make a short passage sunk into the wall off the bottom outside room (where the SG ammo is) and put it there. Make this a one-way tele.
c) replace the YA near the RL with some shards (and/or a CPMA jacket armor).
d) remove the +25 near the RG.
Ghost Recon
#1128 posted by
H-Hour on 2004/06/07 17:01:58
Not really you guys' cup of tea, I know, but I've been doing a lot of mapping for Ghost Recon. Here's some shots from a few different maps I'm working on. I did not build the trees and shrubbery in the last shot, they're included with the game.
http://www.notthisway.com/temp/tg_map1/temple.jpg
http://www.notthisway.com/temp/tg_map1/airport_1.jpg
http://www.notthisway.com/temp/tg_map1/airport_2.jpg
http://www.notthisway.com/temp/tg_map1/map_1.jpg
Hey
#1129 posted by
. on 2004/06/07 17:07:44
I liked Ghost Recon.. I've never played around with the editor though. Let me know when you finish this.
The Maps
#1130 posted by
H-Hour on 2004/06/07 17:10:58
will go into the Tactical Gamer 3.1 Mod Update (www.tacticalgamer.com) when it's done.
PJW-improved New Version!
Took most of pjw's suggestions into mind and made a new version:
http://chop.ond.se/chop3tourney1/z-chop3tourney1-beta6.pk3
(too tired to arse up new screenies and shit)
I want to send a hug your way for all your excellent and wonderful tips :D
(I am aware that you can get in between two of the bars, this was a mistake, but not sure if I want to change this, very hard to go in from below this way anyway, since it is just big enough to fit a player.)
Screenies
http://chop.ond.se/chop3tourney1/ <- got my arse in gear and took some screenies.