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#17760 posted by skacky on 2016/12/15 00:43:48
You need to point a map with the "map" key, such as start if you want your level exit to send you to start.bsp.
#17761 posted by Naitelveni on 2016/12/15 00:50:32
ok, im now compiling, it will take me 10 minutes to compile, you wanna try it? im gonna tweak some stuff, like adding more monsters and maybe one more arena fight and clipping brushes, and illusionary brushes... but its at a point where its actually playable.
Naitelveni
you wanna try it?
Take a screenshot and upload both the screenshot and the bsp to quaketastic, and post the links in the Screenshots & Betas thread (just underneath the Mapping Help thread): if you look at the top of that thread you'll see:
This is the place to post screenshots of your upcoming masterpiece and get criticism, or just have people implore you to finish it. You should also use this thread to post beta versions of your maps.
Need a place to host your screenshots? Upload them here:
http://www.quaketastic.com/
Username: quaketastic
Password: ZigguratVertigoBlewTronynsSocksOff
Then some people are sure to try it. :)
Shadows Of Our Forgotten Ancestors
#17763 posted by Naitelveni on 2016/12/15 01:18:45
Hi everyone! So im at a point where im ready to take feedback from the community. This is my first map for quake.
My background on level design is minimal, I did 4 levels for Doom 2 and decided the engine was too primitive for what i was aiming for. Once i saw Arcane dimensions i started to watch Custom Gamer on youtube and got insired by all the cool levels. And here I am now.
You will need to place an arcane dimensions skybox into your
ID1/GFX/env folder:
moonhigh_bk.tga
moonhigh_dn.tga
moonhigh_ft.tga
moonhigh_rt.tga
moonhigh_up.tga
there are custom textures i have used on this map and i hope everything works as it should!
DOWNLOAD:
http://www.mediafire.com/file/y5y10njokoh49c8/soofa.bsp
P.S. this is not the final release.
Total Noobie
#17764 posted by Naitelveni on 2016/12/15 01:20:48
shit sry, I will post it there now. the message came up while i was writing my message. :/
@ericw, @dumptruck_ds
#17765 posted by Newhouse on 2016/12/15 02:12:41
Though I Copied Everything And Made New Map, Then Compiling Worked.
#17766 posted by Newhouse on 2016/12/15 02:19:00
@Naitelveni
#17767 posted by khreathor on 2016/12/15 02:20:47
Map is nice. Visually pleasant, a little bit oldschool vibe, which is not bad of course. I played on nightmare, idk if you have set skill levels.
Problem is it's empty at the beginning. Just running in empty rooms with few enemies. After blue key it's getting much better.
You should mix more enemies though, to get better diversity. Now it's mostly knights and scrags + few ogres. Ambushes are fun, but as I said, mix enemies. Now for example you have ambush of scrags only :D
Pickups need more balance too. I prefer more pickups and more enemies. Now you have areas with small amount of health and areas where you have lots of health. Maybe place some mega health in this empty rooms?
You have a small "leak" near the bolt gun. Just visual bug.
Secret with the red armor can kill you. It has trigger_hurt (or other something) standing out from the ground at the end of the "room".
ps.
Quad was a nice touch, but give me more diverse ambushes! Think how enemies can benefit from each other, to make players life harder.
Good Job!
I Get This Error:
QUAKE ERROR: Mod_LoadBrushModel: maps/soofa.bsp has wrong version number (1143028768 should be 29)
when trying to load your map.
#17769 posted by Newhouse on 2016/12/15 05:30:31
I started having again this Corrupt .BSP bsp-<nummodel is zero. I didn't do anything to my map, just placing normal brushes there and there and everything is sealed. I'm using Trenchbroom 2, I started using layers in order to be more efficient with my layouts when getting further.
Here is file, if someone finds something odd about it?
https://drive.google.com/file/d/0BwxYkKdSD855UVN6YWRUUzdKV0E/view?usp=sharing
Ah
#17770 posted by ericw on 2016/12/15 06:03:30
Sorry about that, it's a qbsp bug (in my tools, at least) - maps where all brushes are func_group/detail cause qbsp to blow up.
Just move one brush from func_group to worldspawn and it should be fine.
@ericw
#17771 posted by Newhouse on 2016/12/15 07:49:48
I added now one template brush to default layer, and it compiled fine. Thank you~
#17772 posted by Naitelveni on 2016/12/15 09:19:55
khreathor
Thanks for the feedback.
I havent set any difficulty, there should be about 60+ enemies at the moment and 3 shambler. i Should probably add the SSG on top of the blue key door so to allow more action.
The castle area has alot less health because its should feel alot more dangerous than the start, and give the player a feeling that if you could only re-enter the start to get health. Im not sure if this just ends up feeling annoying for the player.
In the lighting gun area I now noticed the leak also, you can see the sky box XD and also the damagebrush at the red armour.
Shamblernaut
QUAKE ERROR: Mod_LoadBrushModel: maps/soofa.bsp has wrong version number (1143028768 should be 29)
What does this mean? how do i fix this?
Naitelveni
what bsp version are you compiling for? is trenchbroom set to hexen2, or a quake2 or a quake map
which compile tools are you using?
also, khreathor, what engine did you test it in?
Soofa
#17774 posted by mjb on 2016/12/15 13:08:01
Naitelveni,
For your first map this is rather impressive. Your brushwork has a very distinct style...I got a mystical/medieval vibe from it. A great detail of filling out the background to make it seem like there is more there is a great thing to have and you do it well.
Lighting is decent enough, nothing overly bright but maybe some more shadow contrast would benefit the nighttime venture! I also like the textures you opted to use.
Gameplay is the weakest point here but that's to be expected as it is a doozy. Like Kreathor said, very vacant early on. Few encounters are fine at the start of the map for the player to get his surroundings but this goes on for a few stretches of rooms. Broken architecture is a great thing, but the broken up floor tiles feel awkward when walking around. Perhaps make them into func_illusionary or lower them by a few units. Additionally, be sure to make your waterfalls not solid brushes as it feels strange as well.
I love the vertically and small interconnection you are introducing and, on a first map that's impressive to attempt! I know on my first handful of maps I did not pay that any mind.
No music, but I am sure you haven't picked a track yet. Even if you don't use the music yourself, just pop a sound track into the worldspawn (2-11)
Another area to work on are the encounters themselves. Lots of times you open a door to a new room and there is a bathtub full of enemies waiting for you. Ambushes are done predictable after grabbing a key or hitting a switch...try to surprise the player. Maybe when you are walking under one of the bridges, a death knight leaps down from a higher level!
Hopefully this helps you fine tune the map. If this is your first offering than I am excited to see what you bring in the future!
I played the map with no issue on the latest QS.
Its All Good
the download was corrupted, re-downloaded and it worked fine.
Feedback
The Pros:
I like the encounters, perhaps a bit busy at times, and may need to ramp up the quantity of monsters a little slower (consider a timer), but for the most part really tight.
Your level geometry is excellent, it is easy to see that a lot of thought has gone into the layout of the map. I really like ledge-jumping and exploration, so the SSG secret was fun.
Thematically the map is really consistent throughout. I really like the ceilings in your buildings and the detail you've put into the crumbling floors, ceilings, windows, etc.
The Cons:
It's pretty hypocritical of me to criticise this considering a recent map of mine used it, but the sloping geometry in the hallways in the starting area isn't a great idea in such narrow hallways, already it is quite squishy, but those slopes restrict movement even more. This isn't a huge issue because there are no mobs there, but it's something to think about.
As others have mentioned, your brushwork interrupts the player at certain points, consider func_illusionary or some clip brushes to may the player experience smoother.
The texturing is quite good, although the one place I feel like it could use a change is the staircase in the first outdoor area you encounter. I'm not sure if the contrasty blue rock / red wood works too well.
Overall really good job man, well done.
Demo For Naitelveni
#17777 posted by skacky on 2016/12/15 15:26:33
Skill 3 demo, played with QS.
Nice little map overall, especially for a first Quake map. I really dig the aesthetics, the tree/hedges and the ruined scenery. There's a few texture and brush issues (nothing major though) and encounters/monster placement could need a bit of work in places. See comments in my demo: https://drive.google.com/open?id=0BwnUnvcoU4HFSURQVDRSQXg2Ync
Naitelveni
#17778 posted by dwere on 2016/12/15 15:59:19
This is nice.
I'm not of the opinion that every room of every map must necessarily be packed with opposition, so the beginning didn't bother me. A decent lead in.
The visuals are coherent and pleasant, they felt fresh. Maybe one texture error - a patch of green grass in a courtyard of dirt.
Didn't have any problems with gameplay or balance - the difficulty is about up my alley.
Naitelveni
Wow!
I haven't really played the map (don't have much time at the moment); just wandered through it with cheats on to look at the brushwork & texturing, and it's really lovely! A little cramped, perhaps, but very, very nice for a first map, with a really distinctive visual style. Loved the tree!
Broken architecture is a great thing, but the broken up floor tiles feel awkward when walking around. Perhaps make them into func_illusionary or lower them by a few units.
...or cover the recessed parts with a clip brush.
[...] the staircase in the first outdoor area you encounter. I'm not sure if the contrasty blue rock / red wood works too well.
I like it and think it looks good. The texture alignment could be better, though -- specifically, I think the wood texture looks better when it does not follow the slope of the brush, but remains horizontal. Just my opinion, though!
There's some texture alignment weirdness in a few other spots in the map too, but I'm not sure whether that's important...
Are you making this for id1, or for a mod (Quoth/AD)?
If it's for id1, don't forget to include the skybox in your next/final version -- it really adds a lot to the map visually (I saw it when I loaded the map in AD, as I was curious whether some of the brushes were supposed to be breakable).
But again: really lovely work! Sorry for not giving more detailed feedback/no gameplay feedback at all.
Penumbra Conundrum
#17780 posted by mjb on 2016/12/16 15:29:57
As far as Quake maps go, what value is best suited for which environment? Most maps I see use either 2 or 4.
Looking at ericw's example on his site shows that the shadow blends a bit more the higher you go...I think?
Finally I did a side by side comparison from my own map with 2 and then 4 and I am not entirely sure I see a difference!
Shamblernaut
#17781 posted by Naitelveni on 2016/12/16 17:46:58
im siing trenchbroom 2 for mapping, for compiling im using EricW's compiler and for the quake client im using quakespasm.
Soofa
#17782 posted by Naitelveni on 2016/12/16 18:23:41
Thanks everyone for the feedback!
The starting area is still abit ugly, and im changing it as we speak, I added another ogre in the starting area and 2 super knights in the blue key yard.
At the moment of giving you guys this first test version of the map I didnt know about clipping brushes and illusionary. Now i have added it around the diffucult terrain to make the gameplay alot smoother.
total_newbie,
I will run thru the map to see about the texture alignment. Thats the type of feedback that helps me to polish the mep! :)
skacky,
im honored! :)
i will add clipping brushes, illusionary and double check for errors.
Shamblernaut
Thanks for the feedback!!
I know the hallway is tight, and i will make it wider and bigger. At first i made it small because i was afraid of long compiling times. As you may have read about my 10 hour compiling issue with my first map. XD
now that i know about func_detail im no longer afraid of bigger areas. Soofa took me 9-10 minutes to compile.
Bloughsburgh, thank you!
I will balance out the gameplay more!
khreathor,
Once im finished with my map can I get a youtube playthru!? That would be frikin awesome!
How Do I Play Demos?
#17783 posted by Naitelveni on 2016/12/16 18:24:24
Where do i place the demo file and what do i write into console when i have the client open?
Naitelveni
Type "playdemo [demoname]" in the console. You put the demofile in id1 or in the relevant mod folder.
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