Yeah...
#11573 posted by metlslime on 2012/01/13 17:01:05
a common problem unfortunately :(
Would like some suggestions on how this area could be lit and such. Going for an 'dark, cavernous and unused for years' kind of feel :E
http://www.zealousquakefan.com/images/base_ep/zqfbase_ep8.jpg
#11576 posted by necros on 2012/01/13 18:51:47
strong but isolated spots casting tons of long spooooooooooooo... ...oooky shadows.
Lighting
#11578 posted by zqf on 2012/01/13 23:15:45
Despite cavernous theme, put more light sources in? Especially along the main walkways. It's not lit well enough. Use delay 5 / wait 0.5 to make light reach further.
"Dark" doesn't work too well in Quake. You have to use pretty powerful light sources to get anywhere. In the end it is a game and the player has to be able to see something - it has to be functional.
Try using equipment as light sources, too - slipgate "powercubes", mobile light props, computer screens and so on.
Use spotlights.
You can also use e.g. candles and fire in base maps as light sources, you just have to make their presence look plausible. ^^
If all else fails, destroy the ceiling and let some sunlight in... only in certain places of course.
Crashed spaceship's thrusters as light sources / traps. Fire and debris. Burning barrels. Anything that gives off light (perhaps coloured) and looks plausible. A blaster test station. Laser traps. Car lights.
Duh
#11579 posted by gb on 2012/01/13 23:16:32
that was posted by gb, @ zqf. Sorry.
Is there a key for increasing the radius of a spot light? :E
By radius I mean the radius of the cone they project :)
#11582 posted by gb on 2012/01/14 01:41:43
angle?
Doooh I'm a dumbass I tried _angle :p
Lightplaces
#11584 posted by Preach on 2012/01/14 18:57:24
One tip which works from an engine point of view and is occasionally realistic too: you can make lots of your map dark and still playable if you light the floor. Entities like monsters take their lighting value from the floor below them. So if you need them visible but still want to create some contrasting dark areas of the map, make the floor the first thing you light.
Had Another Go:
Thoughts? Still got a tiny bit of fog to make the tunnels look deeper :E
http://www.zealousquakefan.com/images/base_ep/zqfbase_ep9.jpg
Scale
#11586 posted by clownfart on 2012/01/15 20:15:13
Hi, I'm wondering what's the optimal scale for a 1v1 QW map. E.g., Quake 3 would be 128 units wide, and Warsow would be 160 units wide. Playing QW maps in Warsow makes you feel like a giant, so I think it'd be pretty small.
#11587 posted by necros on 2012/01/16 02:10:26
q3 scale is probably a safe bet.
#11588 posted by clownfart on 2012/01/17 03:37:09
Alright thanks. Well I can probably figure this out, but what are the player dimensions, like width/height, jump height, jump distance, etc.? Also is there any other dimensions like this worth knowing? I looked up the LG is 600 units long, and the RL & GL have a 120 and 160 unit splash.
Er
#11589 posted by RickyT33 on 2012/01/17 10:19:12
64 units is the lowest ceiling you can fit underneath.
16 unit steps are OK, but 8 unit look better
#11590 posted by clownfart on 2012/01/17 15:04:36
Yeah, I see a lot of 16 unit steps, what's the deal? I assume that's also the max step height?
#11591 posted by necros on 2012/01/17 19:36:56
yes, a 17 step will stop you dead.
i think jump distance is like 220~ units? madfox posted them a little while ago, iirc.
More Metrics
#11592 posted by metlslime on 2012/01/17 19:47:37
the largest gap player cannot fit through is 32 units wide -- this goes for holes in the floor and for doorway width
player eye level is 48 units off the floor
player can jump up onto a 40-unit-tall crate but not 48.
you can fall down from about a 256-unit drop without taking damage (assuming you just walked off the edge and didn't jump.)
#11593 posted by clownfart on 2012/01/17 22:47:56
The minimum water needed to swim is 29 units, the highest ramp jump I've done is 128 units.
Helpful Reference
#11594 posted by ericw on 2012/01/17 22:57:54
Also, for steps, I found that monsters have stricter requirements than players, and smaller monsters (grunt) can walk up steeper stairs than, say, fiends. i.e. the step width also matters.
I wanted to make staircases that fiends/shamblers/etc. could chase the player up or down, and ideally the stairs would be as steep as possible. I'll post the metrics I found when I can fire up Quake. Not sure if this is common knowledge or if I was screwing something up?
Er
#11595 posted by ericw on 2012/01/17 23:00:07
by width, I meant the dimension that determines staircase slope
Qw
you should just play Aerowalk to get what scale works well in qw
Jump Distance
#11597 posted by Preach on 2012/01/17 23:37:50
Horizontal jump distance is something you have to be careful of. The quake player physics allows you to go gain lots of speed through bunnyhopping and use aircontrol to speed up during the jump. So testing the jump by holding forward and leaping may not be enough.
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