 Voodoo
#2950 posted by Drew on 2006/04/01 23:25:33
Shouldn't that be a news post? screenshots?
 Gibbase, Cont.
#2951 posted by biff_debris. on 2006/04/02 06:47:28
Here's a WIP shot of a q4dm I'm working on with gibbie's and Lun's textures:
http://biff.leveldesign.org/pics/map_shots/wip/q4/imp4dm0_1.jpg
Looks familiar, I know. I've only got like four map layouts in me =(
 >:(
#2952 posted by Zwiffle on 2006/04/02 08:07:49
Myrmidon, you.
 Fix Trim
#2953 posted by necros on 2006/04/02 08:41:51
at the bottom center-to-right area. do the 45degree thingy. ;)
otherwise, i like it (although it could do with some more interesting lighting, but since it's a DM map, i guess that's out of the question :S )
 Textures
#2954 posted by Kinn on 2006/04/02 09:00:31
Starbuck and Lunaran: both sets look bloody great so far. Can't wait to see the finished packs
 Starbuck, Zwiffle And Necros
#2955 posted by biff_debris. on 2006/04/02 09:53:48
Starbuck: Hell yes -- meant to put it in the above post, but more power to you on the revamped q1 idbase -- looks sexay =D
Zwiffle: Pipe down, you -- Myrmidon is not dead.
Necros: Doh, saw that b0rked trim myself -- and don't start on the lighting, I've heard enough from gibbie about it ;D
 Biff
#2956 posted by R.P.G. on 2006/04/02 10:01:16
We love you anyway.
Castle Biffenstein!
 Give Me
Beta feedback!
 Fab...
#2958 posted by distrans on 2006/04/02 21:05:57
Madfox: send beta to my gmail account
Starbuck: oh my, yes!!! Don't forget to do the unique base textures from MP1 and MP2 as well :)
Lunaren: yaaaaaaaaay, I hope we get some SP levels out of them (pokes tongue at Beef).
 Right
#2959 posted by madfox on 2006/04/02 22:02:48
on its way.
 Beta Up For Test
#2960 posted by Elvis on 2006/04/03 15:11:36
ok it's updated again and this time it's surly beta it could even be final ;)
ok now i've changed the map so it's a sp/dm map from now on not only dm anymore
do post back after testing it as i'm very glad how it looks and feels :)
i must be getting beter as Trinca got killed on the map and that i didn't expect neather did he lol
the 2 shots are taken from sp and dm mode and from the same spot so you see the difference
have fun
http://www.multi.fi/~elvis/quakemap/hellvill.zip
http://www.multi.fi/~elvis/quakemap/hellvill1.jpg
http://www.multi.fi/~elvis/quakemap/hellvill2.jpg
 I Ran Through
#2961 posted by aguirRe on 2006/04/04 01:56:21
it on Normal and it's a pretty nice map! It looks good and gameplay is solid. It was too hard though; more health and shells are needed.
There are two critical doors to the final area with the ogres that won't open due to their spawnflags; 2052 should be 2048.
You should also go through the map and delete all invalid origin keys from your brush entities.
 AguirRe
#2962 posted by Elvis on 2006/04/04 03:33:01
the final doors you are talking about shoulden't open at all they are just there and for sp only the one that opens are on the top not the bottum one
i shut that door completely just becuase it didn't work right in sp mode, it's like one other door it's just there to block
and i haven't set any origin keys at all on this map so i woulden't know what you are talking about
 Elvis
#2963 posted by negke on 2006/04/04 05:01:52
some thoughts in no particular order:
-i played it on skill 2 and didn't think it was too hard. but a little more ammo before the encounter with the vores would be good.
-some additional bits look nice, like the broken grate and the barricade in the caverns/ra room.
-add some secrets, for example the quad on the mountain ledge and the ya house
-more monster teleports (when certain items, weapons and the keys are picked up)! particularly the outside area needs to be more crowed.
-the button for the final door is hard to spot, maybe a (weak) light there.
-some doors/walls that open later or not at all could use a message.
-the exit building has a big red window on the outside, but it's missing on the inside.
-the exit looks bland with only a black texture. what about using some nice liquid (lava maybe) or make it a corridor into darkness with a negative light?
-some torches a somewhat far away from the walls (and the chandelier). make the gaps less obvious (if it doesn't screw up their light, of course).
-don't box the map with the sky brushes! use sky only for the top brush and fix possible leaks manually.
-add an intermission showing the entire village?
i better don't start with r_speeds, so that's about it. dunno about deathmatch, but as i already said, i don't think it'll work out. some teleporters might be helpful, though.
 Neg!ke
#2964 posted by Elvis on 2006/04/04 05:24:10
-the exit building has a big red window on the outside, but it's missing on the inside.
this i have never seen please explain where it is i use both fitzquake and fuhquake to look at this map and nowhere i've seen anything like this
the chandelier started to look a litle like this when i made it a func_wall don't know why put the polycount dropped very much when doing it
-don't box the map with the sky brushes! use sky only for the top brush and fix possible leaks manually
please tell me abit more about this your the master and im the n00b even if i've mapped a litle ;)
 Elvis
#2965 posted by aguirRe on 2006/04/04 06:01:59
If those doors don't open, I couldn't find a way in and the button Neg!ke mentions, I didn't see either and I searched for quite a while before giving up and noclipped through the lower gates.
As for the origin keys, I don't know which editor you're using, but that might be the cause of the invalid origin keys on brush entities.
In any case, I'd suggest going through the map and delete the multiple origin keys for each brush entity (e.g. func_door). If an entity has a brush, it should not have an origin key.
 ?
#2966 posted by necros on 2006/04/04 06:37:18
If an entity has a brush, it should not have an origin key.
orly? hm.. i never knew that; if there's not origin key, how does the game know where to put it?
 AguirRe
#2967 posted by Elvis on 2006/04/04 06:55:00
i have not put any origin keys and i use tread3d
what do they do anyway these origin keys, i've seen them but they are 0 0 0 and thats normal for my editor
i haven't seen anything saying that they do anything on my map nothing at all
 Oh God
#2968 posted by czg on 2006/04/04 06:58:00
a real live person using thred3d in the year 2006 oh my
 Elvis
#2969 posted by negke on 2006/04/04 07:50:23
i mean the red, round window above the final door (the same applies to the window above the castle entrance).
you put sky brushes on all sides of the map, right? although it doesn't really matter for this map, apart from lightmaps, you should do it the clean way. a sky brushe at the top (where the sky it, naturally); the outsides of the rest are the backsides of the mountain brushes and the floor then, so they are removed by vis.
necros: there are still the coordinates of the brush volume ;)
 Thred, Or Tread?
#2970 posted by than on 2006/04/04 08:53:35
tread is quite different, afaik. It's more of a worldcraft rip-off.
http://tread.planetquake.gamespy.com/
probably shit though.
 Neg!ke
#2971 posted by Elvis on 2006/04/04 10:26:00
ah now i know what you mean, it's not a window more like an emblem showing like there is royalty here or stuff like that ;)
and yeah the skybrush is everywhere around the whole thing seling the map
oh and that litle light you thought i should add to the button, well that's gonna be a problem as in dm mode the button is hidden but the light goes thew the wall and the wall bit being a func_wall is not blocking it :(
 Oops
#2972 posted by Elvis on 2006/04/04 10:29:37
forgot to meantion that i've moved the door blocking the ogre/ra room to the stairs in stead so you have access to that room but not to the upper one from there, this should make AguirRe abit more happy ;) but i won't upload the this newer version yet as they are to similair :)
 Using QuArK
#2973 posted by aguirRe on 2006/04/04 11:05:24
I finally found the small button that opened the upper gate. Yes, that one could really use a light. If the light is switched on by the death of one of the monsters, it should look fine in DM too.
But even with the now open upper gate, you'll never have a reason to enter the lower room with the ogres, which is a bit illogical progress-wise. So changing that like you mention sounds like a good idea.
 Neg!ke
#2974 posted by Elvis on 2006/04/05 02:00:12
i can't get the negative light to work right at all if i put it in the exit it won't do anything
so if you have any advice on that please tell me on the mather of that lava texture in the exit, i have never seen a exit with a lava texture or so only darkness mostly
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