Thanks For The Support
#6428 posted by sock on 2009/12/30 11:00:57
Well I am certainly looking forward to hearing what people think of this map. I have a ton of stuff to talk about on this map, so the web pages should be full of plenty of development details.
I am nearly finished with the last bits and pieces, just got to do a final detail pass on certain areas and sprinkle some small rock around the place.
http://www.simonoc.com/images/design/maps_q3/moteof1em1.jpg
http://www.simonoc.com/images/design/maps_q3/moteof1em2.jpg
Sock
#6429 posted by JPL on 2009/12/30 12:39:40
Really nice !
#6430 posted by quakis on 2009/12/30 13:23:03
I have a ton of stuff to talk about on this map, so the web pages should be full of plenty of development details.
I'm personally looking forward to seeing that. :D
#6431 posted by necros on 2009/12/30 20:47:04
it's a shame. those three shots really had a fully developed style that could have been carried on for a full map.
also, sock, if you don't know i want to play edge of forever yet, i don't know what to tell you. ;)
#6432 posted by necros on 2010/01/02 09:02:29
is there any interest to beta test a d3sp minimod?
i only ask because it plays a lot more like quake than d3 but there probably aren't a lot who have d3 installed.
After January 7th...
...I'd be up for it. I was planning on reinstalling D3... Drop me a line if you want.
Necros
#6434 posted by Jago on 2010/01/02 16:13:36
Sure.
#6435 posted by Zwiffle on 2010/01/02 22:32:49
I will but I get home tomorrow and have other things to do, not sure where testing would prioritize itself just yet though.
Sorry
#6436 posted by ijed on 2010/01/03 03:12:56
Reinstalled the other day, but testing'd just have to go on my todo list, so probably no help to a speedy release.
#6437 posted by necros on 2010/01/03 03:37:21
Jago: thanks, i'll send you an email. :)
the_silent: depending on how many changes need to be made, it may work out well that you can't play until later. ;)
Cave Rubble
#6438 posted by sock on 2010/01/03 06:25:55
Been experimenting with floor debris the last couple of days and it seems that 5 sided small rocks seem to produce the best results for variety. I initially created a set of 6 different shapes, then a couple of small groups (different shapes, sizes, orientations) and finally sprinkled the groups around the blend edges not the cave walls. Saving the cave wall edge for larger rocks works better. I also used a lower phong value (60) and it really does bring out the cave wall edges better.
http://www.simonoc.com/images/design/maps_q3/moteof1eq1.jpg
@necros, I have D3 installed if you want some help testing stuff, but I won't be able to help till after Jan 12th. Got a city trip planned for next week.
Best Q3 Rock Floor
#6439 posted by nitin on 2010/01/03 07:07:36
to date.
#6440 posted by necros on 2010/01/03 07:12:18
yeah, all your textures look fantastic. :)
Safe3 Beta
#6441 posted by ziffon on 2010/01/03 12:04:52
Safe3 is now ready for some beta testing if you are interested. It's a small sized Quake 1 DM level suitable for 2 - 4 players. You can send feedback to fikabord -at- gmail dot com. Feel free to comment on anything :)
Download bsp here
safe3beta.zip
Screenshots this way
safe3beta1.jpg
safe3beta2.jpg
safe3beta3.jpg
safe3beta4.jpg
Enjoy!
Random Thoughts
#6442 posted by negke on 2010/01/03 12:44:05
Layout seems ok, if not a little too tight. Dunno about item placement as I haven't played it, just noclipped through.
The map could use more detail. It uses almost exclusively one single wall texture. Try to break it up by adding some more wall panels like that machine bit in one spot (needs to be properly clipped through). The ceilings could use some variation too, for example by indenting the lights like you did in some cases and adding some trim around them. The floor edges would also look better with trim.
There's a 16-unit edge near the SSG that blocks movement unncessarily.
Don't forget to add one or two intermission entities.
My �2.00
#6443 posted by Shambler on 2010/01/03 13:14:57
Similar to neg's really, didn't playtest but ran around:
Build quality is good, style is coherent and consistent, main atrium and LG/water room are both nice features, ceiling pipes are good details, main rooms are spacious enough, Quad is well placed.
Things to improve:
1. Connecting corridors are a bit too corridory, can imagine some rapey kills going on in there, plus visually boring. Try to open them out a bit more.
2. A bit more water would be nice. Try adding a bit in the main atrium plus some puddles beneath pipes to give visual interest plus sound clues.
3. Texturing is too samey! Adding some different but harmonious textures in would look better AND give players useful visual clues as to which bit of corridor they are in.
4. Need to add some trim onto the edges of things, at the moment the floor tiles just disappear into nothing, it doesn't look right.
5. Try to think more in "what looks like a realistic impression of a fantasy place" rather than thinking just about "textures".
Basically a good start that could be a great map with some visual etc tweaking. Work with the theme and try to enhance it.
I Like The Damp Stains On The Walls
#6444 posted by RickyT33 on 2010/01/03 17:22:38
Very nicetouch!:)
Some Ideas:
#6445 posted by metlslime on 2010/01/03 23:30:32
Just did a walk through so these are all about visuals:
- on 45-degree walls, set the horizontal stretch to about 0.7 to get the texture to appear normal (right now those blue lights don't look square on certain walls because of this)
- put a second light source inside each of the sunken 64x64 ceiling lights, to brighten them even more without brightening the rest of the ceiling
- downward or upward-pointing spotlights on walls can help add pop to your lighting and add variety (if only used in some places)
- good use of trim at the water's edge, try doing more of that elsewhere.
- also mostly agree with others' suggestions.
Necros
#6446 posted by megaman on 2010/01/05 23:04:32
yay, would love to see some interesting d3 mod.
Progress
#6447 posted by ziffon on 2010/01/06 17:00:23
Thanks to everyone who took time and gave feedback. It helps a lot. I agree with pretty much everything you have mentioned. However, I'm not sure about the trim stuff. I've added trim to ceiling lights but it's going to be a pain to added to those curved areas. I might take a look at that later :)
Stuff that I have done:
- Opened up areas to improve visuals and gameplay.
- Added more pipes and other details to make areas look more interesting and diverted.
- Added decals to the textures.
- Added trim to ceiling lights.
- Exchanged place on MH and GL.
Todo:
- Add more details to improve visual quality.
- Continue to add trim to ceiling lights.
- Add some more decals to textures.
- Add "sky" being teleporters.
- Tweaking lighting.
Will try to have the next beta ready by Saturday. I also finally had a chance to play it and I think it plays really well. But I might not be the right person to ask ;)
Thanks again!!
Ziffon: Woah, Surprise Return From Nowhere!
#6448 posted by bear on 2010/01/06 17:13:18
What are you up to these days? Still doing the same thing as after your short sbz session? Weren't you doing some hobby shmup btw?
/Bj�rn
Bear!!
#6449 posted by ziffon on 2010/01/06 17:26:19
weLl, hello to you to sir :) Nice to meet you again mate. What are you doing these days? Not sure when we spoke the last time, but I'm still at the same place I've been the last 7 years :) Are you doing any levels?
Shump?
Feels really old....
#6450 posted by ziffon on 2010/01/06 17:27:44
ops missed a "/" before "Feels..."
I should really use the preview function..
Schmup:
#6451 posted by bear on 2010/01/07 04:47:45
http://en.wikipedia.org/wiki/Shoot_%27em_up
I haven't really done any levels in a long time. About to start my last art school term.
Ok :)
#6452 posted by ziffon on 2010/01/07 10:40:23
yeah, well I did a GBA demo with a friend.
Sounds cool, do you have a portfolio? Would be interesting to see your stuff :)
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