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Dems
#17785 posted by mjb on 2016/12/16 18:37:10
-Place the demo file in your id1 directory.
-playdemo xxx
Naitelveni
#17786 posted by Mugwump on 2016/12/16 18:43:45
No need to repeat what the others have said. I liked the architecture in the green armor/silver key room, also your gateways with the larger part at the top. Torches planted on top of pillars and walls look weird, it would be better to just use a flame, possibly rising from a brasero/cauldron type of brush.
Combat isn't very challenging. It would probably be fine for skill 0 or 1 but I need more difficulty. You also should add a final combat in the exit room. 8 monsters never teleported in and stayed in their boxes outside of the map.
Be mindful of your triggers for secret count: it didn't activate when I first picked up the LG, only when I walked over a specific point in this area (same with the red armor secret). Usually, these triggers cover the entire width of secret rooms or are associated with the goodie.
Speaking of secrets, where is the third one? I couldn't find it, even when noclipping through the map - which, incidentally, oddly caused me a few instadeaths
Also...
#17787 posted by Mugwump on 2016/12/16 18:59:58
It's only a detail but you should make your water pipes deeper, or at least texture the deep end with a black texture instead of a wall texture. And check the orientation of the texture on ALL sides of your water brushes: the little bit at the top of the vertical brush moves laterally while it should go in the direction of the current.
#17788 posted by Naitelveni on 2016/12/16 19:02:45
thanks Mugwump! I'll change the flame, you are right, on top of the pillar the torch looks wierd also on top of the wall. The third secret is near the LG. Where the wooden bridge is over the wall. youll have to do some advanced parcoure to get there.
Im working on a area that you are teleported from the gold key teleporter. first you get alot of pickups and then youll enter the final area.It will take me this weekend to finish this map.
#17782
#17789 posted by khreathor on 2016/12/17 11:27:33
You got this.
J.A.C.K + AD & Entity Boundary Box
#17790 posted by Giftmacher on 2016/12/17 11:55:06
Anyone using J.A.C.K with AD mod? I've recently picked up this editor and it's great but I'm having some issues with placing entities. I don't know how well entities follow the grid in editors, but in Jack it feels especially wonky, am I missing something? For instance, candles placed 1-2 units above the floor still end up inside the floor brush.. help! :)
Giftmacher:
#17791 posted by muk on 2016/12/17 13:25:23
Candles are to be placed 16 units above the ground. I think its mentioned in the readme or ad_quake.fgd.
Any other problematic entities?
There Is A Known Boundary Box Bug In J.A.C.K
#17792 posted by Qmaster on 2016/12/17 14:26:18
But it is supposedly fixed in the latest steam release. Haven't tried it yet.
Thanks Mukor
#17793 posted by Giftmacher on 2016/12/17 17:15:35
I can't remember putting them 16 above in QuArk but it sure worked in J.A.C.K. Entities just look a little off the grid, is that normal? Hogre box is huge compared to hogremac, what was the bug in J.A.C.K?
Bounding Box Size
#17794 posted by Qmaster on 2016/12/17 18:41:03
Bounding box size and handles match the model. Should instead match the fgd definition.
Noob Vertex Question, Sorry
#17795 posted by damage_inc on 2016/12/18 01:05:56
Is it okay come compile time if I have vertices that are "off the grid" in the editor? Does that work?
I know editing such brushwork is a nightmare, I'm just asking if the map compiles/renders/displays fine in Quake.
Warnings Typically Aren't Too Bad
but sometimes you get things that will make the player drop through the floor or similar.
If you need to go way off grid for your geometry, make sure that it is on detail brushes or unimportant shit that the player won't interract with.
Naitelveni
#17797 posted by Mugwump on 2016/12/18 07:49:18
Your indications for the last secret seem to match the RED ARMOR secret, which I've already mentioned, so I thought it was obvious I wasn't talking about this one. Sorry if I wasn't clear enough. The two secrets I've found are the LG and RA.
DERP
#17798 posted by Naitelveni on 2016/12/18 12:53:12
sry, i read your comments hastely. XP
The last then is near the goldkey door, if you make 180 dgree turn (at the gold door) you'll see the super shotgun.
then you have to manuver your self carefully to the edge of a rock and jump to the weapon, if you mess it up you'll drop into the void and die.
Shadows Of Our Forgotten Ancestors
#17799 posted by Naitelveni on 2016/12/18 18:49:03
Hi guys,
I took all the feedback, and made changes to the gameplay, also fixed floors with clipping brushes, and water with illusionary, checked for texture alignment(as well as i can), and changed the torches into flames in some areas where i thought it was necesary.
I watched Skaky's demo and it had some really solid feedback, and fixed the things he pointed out. (couldnt fix the first hallway texture alignment, i even tried rebuilding parts of it but couldnt make it work)
Now im giving you guys another version of soofa for nitpicking. Demos are excelent ways to point out mistakes in the map. If possible send me a demo where you pointout mistakes and fixes. This will be the last test version, after this ill fix everything you guys will point out and then I'll publish the map.
http://www.mediafire.com/file/sflnsw5jo9if45o/soofa_beta2%282%29.bsp
P.s. If i missed some fixes in the first round, I'm sorry. There was alot of feedback and i didnt write them down, but this time ill try be more precise. :)
Naitelveni
Some feedback:
1) Still loving this map, and excited to see it developing further.
2) I've played the previous version (properly) in the mean time and watched Skacky's demo, which has excellent advice. But maybe tone things down a bit for skills 0 and 1, once you implement skill settings. The map seems calibrated for skills 2/3 or for really skilled players at the moment. I usually play on skill 1, and at the moment I find this a little too hard/frustrating.
3) Texturing/texture alignment: are you talking about the hallway with the grey bricks on sloped surfaces, where Skacky suggested rotating the texture? It looks a LOT better now, but you could improve things further by decreasing the scale of the texture on the sloped parts slightly, until it more or less matches up with the rest. The angle looks right, though.
I still think the wooden texture on the staircase leading up to the SK door should be completely horizontal all over (as opposed to having one sloped piece, as it does at the moment) -- but maybe others would disagree...
4) Brushwork: I can't tell if you've changed this at all, but as I think others have pointed out too, the brushes on the edges of the map are cut off a little abruptly. It would look better/more convincing if you moved your sky brushes a bit further out and made your rock and wall brushes around the edges of the map a bit thicker/rounded/three-dimensional.
5) The new area towards the beginning is a nice addition, but it feels a little pointless at the moment, as there is nothing really there. Perhaps add a secret to this area?
6) Speaking of which, I feel that the cells in the little underwater alcove should count as a secret. Or if that's too obvious, maybe hide a secret door behind the cells.
7) I don't know if it's still incomplete, but I couldn't figure out how to complete the final arena and get the bars in front of the exit to lower. I couldn't trigger the door hiding the Shambler either.
8) The two windows that are on floor level in the final area look a bit weird too, as it looks as if you should be able to jump out, but then you're blocked by a skybrush. If you can't jump out, it shouldn't look as if you can -- so I'd say either make it possible to jump out (with a pain trigger/void if you're feeling sadistic or a teleporter back if you're not) or cover the window with bars or something.
Naitelveni: Can I Post A Few Screenshots Of Your Map Here?
I've taken a few screenshots to illustrate some of what I wrote above. I feel weird about uploading screenshots of someone else's WIP onto imgur, so I wanted to ask you first if that would be ok.
Naitelveni
Total_newbie
#17803 posted by Naitelveni on 2016/12/18 21:02:40
Sure, go ahead.
Naitelveni
#17804 posted by topher on 2016/12/18 22:31:25
i don't know if it's only me, but i get a 'heretic' vibe in the silver key area. or maybe heretic mixed with quake. i like the style.
http://imgur.com/a/xiAC5
i can jump and bypass those iron bars and i did just that the first time and it worked. it's not a hard jump.
Naitelveni: Ok Then
Texture alignment on stairs: Note the misaligned textures above, and the sloped/horizontal combination beneath. In both instances I'd suggest selecting both adjacent brushes together, and then entering a new texture angle/offset value. so that the two textures have the exact same value (I'm guessing "0" in both instances, but it's been months since I've touched an editor). That will make them correctly aligned.
Textures on sloped bricks: Note the areas marked in black. You can fix or at least decrease this misalignment by changing the scale and offset of the texture on the sloped surface, until it matches up with the surface next to it. If you're using TB and using the arrow keys, I think you might need to set your grid size to 1 or 2 if you want to able to make fine adjustments -- but as I said, it's been a while, so I might be wrong here.
Map edges/rocks & bricks: This is what I meant by saying it'd look better if you pushed your sky brushes outwards a little and made your rocks/bricks on the edges of the map a bit thicker/fuller/more 3D.
Here are two more examples of where the rocks should be thicker.
Same thing here, only horizontal: those "roof" rocks would look better if they were a little thicker (and your sky brush higher).
Here you've done it right.
Correction
In that one picture it's foliage, not rocks. But you know what I mean. :)
Soofa
#17807 posted by Naitelveni on 2016/12/18 23:24:02
topher
Cool jump! maybe someone will make a speedrun out it! There is a skip i left in the map on purpose at the last area, maybe someone will find it! If not, its ok.
total_newbie
I'll fix those stairs, sloped bricks are a pain, maybe the scaling will be ok.
Map edges, skaky had the same comment, so ill fix that also. I think ill add a void behind the brickwall so you can fall off.
"two" is actually supposed to be like that. Its a hedge wall.
the SK-Area rocks I will still fix. Thanks for your help!
Shamblernaut, watched your demo, i agree with the comments! I will add a void in the last area! good texture stuff. YOu got the secrets "correctly" ;)
the shootable buttons, ill change the texture! Thanks for the comments!
Tomorrow I'll publish my map and start working on a new one.
Re #17807
sloped bricks are a pain, maybe the scaling will be ok.
Don't forget to play with "offset" too -- that'll let you move the texture up and down and side to side, until it lines up.
Did you use standard Quake format or Valve format for your map? Because using Valve format can make things a lot easier with sloped surfaces ... so it might be something to keep in mind for future projects (I don't think it's currently possible to convert an existing map from standard to Valve. But I'm hoping someone will make a tool to do just that, as I have a few maps I'd love to convert).
#17809 posted by Naitelveni on 2016/12/19 00:41:32
i used the standard quake format in trenchbroom 3
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