Hmm
#5503 posted by nonentity on 2009/03/05 03:14:36
Aye, as said, it's looking very promising. Good work.
My only criticism is similar to Daz's first point, a lot of the walls look very flat/vertical. They look like they're already divided into seperate brushes for texturing, possibly add some variation to the angles (pitch?) of the walls.
But yeh, look forward to seeing more...
#5504 posted by [Kona] on 2009/03/05 06:02:06
looks like a daz map
#5505 posted by [Kona] on 2009/03/05 06:03:18
in a good way that is :D
those first two shots the ceiling is too low, i'll bash my head if i jump
Funny...
...before I read any post, I was about to say that the screens screamed [Kona] to me!!!
The low ceilings and all!!!
Well, I guess I need a good romp through the alk series!!!
;P
Deathmethod
#5507 posted by grahf on 2009/03/05 09:03:13
I like the texture choices. The Q3 blocks go quite well with the egyptian detailing; I don't think I've ever seen that particular combo attempted before.
I agree with what others have said about lighting contrast and flat walls/ceilings, but it looks interesting so far.
#5508 posted by Trinca on 2009/03/05 10:10:09
very very tasty ;) cant wait to put my hands on it!
keep the good work!
DeathMethod
#5509 posted by JPL on 2009/03/05 11:00:52
It looks indeed very good ! Just a question: will it be DM or SP ?
The level is going to be both sp and dm.
will see what i can do about the flat walls, im surei'll come up with something.
i did originally have the level set at night but couldnt get the lighting looking right so made it daytime. might give the dusk another try.
hoping to have a beta very soon
I'm Up For Betatesting!
... If you ever need a hand...
Yes
#5512 posted by nitin on 2009/03/05 13:06:34
flat walls but otherwise looks good.
Done.
#5513 posted by Hipshot on 2009/03/08 12:42:34
Hmmm
#5514 posted by megaman on 2009/03/08 13:26:21
just a list, no time:
- weird flow. some parts i just don't know where to hop next to, others i discovered nice ways after a while. The water doesn't really help with that,
- i love the water before/jump to the teles, and the wood thing at the ya that you're supposed to jump up to,
- the color scheme works well, but is a bit monotonous -- could use some more variation over the map.
hmm, is there a way to do something against the washed out look of lighting with q3map2? i have the same issue in my current map -- it's either too dark or looks washed out.
Megaman
#5515 posted by Hipshot on 2009/03/08 13:54:05
- Maybe it takes a few games to learn the flow, me and my friends have played probably over 50 times by now.
- The major reason why I kept myself from adding more variation and detail to the level is because of the file size and the r_speeds. Even though it looks pretty close, it is pretty open. And I wanted to keep the speeds just not to much over 10k at the peak place.
- If you don't use the -gamma parm (or any other "new" special ligth stuff), then there should be no difference between q3map and q3map2s light. I used gamma in this and -dirt. And for the first time, a very low blue overall ambient.
This is what the level looks like w/o my current -gamma and -compensate. Thus, just normal light.
http://img21.imageshack.us/my.php?image=shot0995.jpg
I was seriously considering going for this and "fix it" so it would look good (not to vibrant, not to dark), but in the end I choose to use what I "always" use. The next map I do, I'll probably skip the -gamma value.
Deathmethod...
#5516 posted by Shambler on 2009/03/08 22:30:47
...reminds me of the old skool temple style custom DM maps I used to lose badly to people on "back in the day".
That is a good thing.
Hipshot
#5517 posted by megaman on 2009/03/09 01:48:19
interesting. I'm using -gamma, too. i need to try disabling that. The washed out look is great for realism maps, but for my project its bugging me.
how did you get the bots to jump over the wooden thingie @ ya? :)
FireCult Betas For Your Perusal
#5518 posted by enki on 2009/03/14 21:32:18
Hay guys. I've been working on some Quake SP maps lately and was wondering if you would like to take a peek at them real quick and offer some feedback. The series I've started is entitled FireCult and currently has just the startmap and one single player gameplay map. Both are pretty close to completion, (the gameplay map just needs that last room finished). There are 2 more maps currently in dev for the series with some more slated. I'd like to get really into this project and would like some ideas as to changes I need to make for what I already have. Thanks guys :)
http://carbon.fragsmack.com/projekts/firecult_beta1x.rar
This .rar contains 2 bsps, 2 .lit files and the readme.
Very Sweet
#5519 posted by spy on 2009/03/14 21:57:35
i like it
Beautiful
#5520 posted by Spirit on 2009/03/15 12:31:47
A short but very nice map. Having a horde fight at the end would ruin it for me though, the map deserves better. The atmosphere is amazing. Make it 2-3 times the size/length and it will be perfect!
There is one major issue: Rogue fullbrights on the textures. Try running the map in Fitzquake or a software rendered engine (eg winquake.exe). Some screenshots:
http://www.quaddicted.com/stuff/temp/reQuiem006.jpg (sure the "orb" should stay fullbright)
http://www.quaddicted.com/stuff/temp/reQuiem007.jpg
http://www.quaddicted.com/stuff/temp/reQuiem008.jpg
http://www.quaddicted.com/stuff/temp/reQuiem009.jpg
http://www.quaddicted.com/stuff/temp/reQuiem010.jpg
Maybe cut those centerprint "comments" they damaged the atmosphere/immersion for me.
Nice idea with the different twist in nightmare skill (the key appears on normal skill too though). I also like the vore surprise, heh. Is the secret available? I did fix the masonry but nothing happened (that I noticed).
PS: Please use a plain .txt file for the final readme. ;)
#5521 posted by enki on 2009/03/15 13:48:50
I dunno what to do about the textures exactly, outside of changing a few of them. they bloom nicely in modern QW engines.
How many people really run in software mode?
I suppose I could clean those up a bit in PSP and rebuild the wad if it's a major issue. The lava textures are really supposed to glow though. It's a tough call.
The secret is available and is right when you spawn in ecfc1 in the lower area. :P the bricks thing isn't a secret, just a fun thing i put in there.
.rtf converted to .txt for future release.
thanks for the input :)
#5522 posted by Spirit on 2009/03/15 14:24:03
It's not really a software thing, it's more a feature from original Quake that glquake was missing and not all later engines fixed (Most majors ones except for aguirRe's glquake do though). Definitely a thing to fix. I think Wally might even have a feature to eliminate them (or I mix up things in my memory).
That secret is well hidden, heh.
I just remember two more things: The wooden beams need some texture alignment fixing. And for me the rusty metal lights look out of place.
#5523 posted by JneeraZ on 2009/03/15 15:18:37
"How many people really run in software mode? "
I will from time to time. It captures that original "feel" that modern engines just can't quite hit. FitzQuake comes closest to matching it though.
#5524 posted by enki on 2009/03/15 16:05:04
Ok and yes I've been looking to remove those in Wally without ripping those textures up too bad. It's definitely a considerable change. I think one thing that may be a problem is that texture matching may differ once those are remipped, so the textures won't look right when tiled to each other eventually. It's worth some work and investigation. I don't want to take the ambience out of it by replacing the textures, but that may be a final solution if all else fails. Thanks.
Also, I don't want to give the impression that I'm dismissing the use of software run Quake. I think I left that statement a bit vague...I respect the crap out of what John and others have done to take the code to higher standards, I just need to test these out in a ton of engines before release... (that's why i'm still in beta) :D
Also, Spirit, That wood tex is getting replaced and aligned. I had texture lock on when i moved a bunch of them around :\ I'm also adding a ton of loose bricks to both maps for ambience.
The centertext triggers are going to be key to puzzle solving in later maps, so I want to keep them atm. I just won't overdo it, may tone them down a tad as far as wait times. Come on nobody laughed at the 'Djinn Antonic'? At any rate, I want this to be very un-Quake but a combination of Quake and H2 puzzle styles. The text is a fun part of that and allows for an immersive story which I feel Quake lacked, but Hexen II 'tried' to hit on.
The floor stones are meticulous enough in the lower aread to give you an idea as to where the secret is. I know it's a bit dark in that area and I didn't give it any clues on the texture. I hope people won't hate me for it ><.
I Love The Style/theme
#5525 posted by RickyT33 on 2009/03/15 16:24:13
Basically this map rocks!
Maybe another room on the start map.
Please leave the stained glass windows as they are - the fullbright textures there look sweet IMHO.
I like the fact the you get mobbed by dogs if you dont start off shooting. Leave that in too.
Get in touch with Ijed maybe when you've finished this and do a map for the Remakequake project (thread is in the dicussion section of func_)!!!
nice work
#5526 posted by Spirit on 2009/03/15 18:13:04
Ooooh, I only meant the "uh-oh" and that other one (was there, wasn't it?). The messages on the tomb are very nice!
GL_TEXTUREMODE NEAREST_MIPMAP_NEAREST
#5527 posted by bear on 2009/03/15 21:57:00
GL_FLASHBLEND 0 and so on... and I dunno if there's any software charm to capture
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