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
That's Pretty Nice
#5528 posted by ijed on 2009/03/15 23:37:35
Definate Koohoo and then This Onion influences.
I wouldn't make the tombs cause damage though - its only low but I was pissing about to read the text before I noticed my armour draining away.
Might be good to complicate those with some zombie spawns instead.
You could probably replace half the Vores with Shamblers.
For the finale It'd be nice to see lava bit open and a load of spawns. Just an idea.
Lava Pits
#5529 posted by ijed on 2009/03/15 23:37:50
#5530 posted by Trinca on 2009/03/16 10:40:40
looks awesome, this texture set is very good and the lights are nice! keep the good work!
Btw
#5531 posted by spy on 2009/03/16 13:39:37
this reminds me that old norvegian winter pak :)
Spirit
#5532 posted by JPL on 2009/03/16 13:45:24
Very good use of DKT3 texture set there... Shots are very nice !
Nope
#5533 posted by gb on 2009/03/16 18:23:08
The texture conversion issues are glaring. The glass windows look really bad with those spotty/discolored areas. It's not just stray fullbrights, it's the pallette change from Daikatana to Quake.
I don't think using 100% "alien" textures for a map is very good. The screenie with the HK and ogre infighting looks very much like "Quake monsters having a field trip in Daikatana".
Their skins use the Quake pallette as intended, while the converted textures come from a different pallette. Thus, there is a mismatch. Textures and monster skins were created for different games, and it doesn't go together.
It's something else if you hand-pick Daikatana textures to go with original Quake ones, though. It's also something else in DM maps, because you don't see any monsters. So it can work - until you see Quake player models in the map, which again creates a misfit.
It often happens that a mapper becomes so fascinated with a game's textures that he wants to use them for the entire map, forgetting about all the issues that he is creating, because from his subjective perspective (through his momentary glasses of excitement) the map looks great.
But the map is only a part of the game. Quake monsters in what is practically, artwork wise, a Daikatana map just look shit. Smoothing over problems with bloom effects using certain engines is kinda dirty, too.
It's simply bad/no art direction.
Sorry for raining on the parade. But that's simply how it is. I'm sure they are great maps, but I could never get over the art direction problem.
This is only personal, of course. So... feel free to dismiss this comment...
That Horse's Legs Much Be 50 Feet
#5534 posted by Spirit on 2009/03/16 20:13:36
I love the art direction of the map. I think it looks incredible and quite unique. I wish more maps will pick up this dark and evil medieval theme. To me the textures are very very much fitting Quake.
JPL: Not my map. ;)
#5535 posted by gb on 2009/03/16 20:33:30
I wasn't talking about only the map, I was talking about the map as part of the game (monsters, items, everything that is on screen). I think saying that the glass window textures look "incredible" is a bit questionable. Need glasses?
I was not even trying to be mean, just honest.
But anyway. It's UPG like much of what I say/post/write.
#5536 posted by RickyT33 on 2009/03/16 20:38:06
10c
#5537 posted by necros on 2009/03/16 22:53:25
don't agree with everything gb said, but yeah, saying the glass texture looks incredible, let alone even 'decent' is ludicrous. the errant fullbrights make it look like complete shit.
once those fullbrights are cleaned up, i'm sure it'll look fine. plenty of maps have been done in completely new textures, and they look great. doing a map is all (or most) DKT textures isn't the problem. it's just the bad conversion that is.
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