Safe3 Beta 2
#6453 posted by
ziffon on 2010/01/09 15:28:36
Just finished Beta 2 of Safe 3. Need some more playtesting before moving on and feedback on visuals would be awesome ;) Don't really know where to go from here.
Some screenshots here
safe3beta2b.jpg
safe3beta2a.jpg
safe3beta2c.jpg
And the BSP can be found here
safe3beta2.zip
#6454 posted by anonymous user on 2010/01/10 02:16:26
Please align textures :( And some variety would be nice too.
#6455 posted by Berri on 2010/01/10 02:16:42
Please align textures :( And some variety would be nice too.
#6456 posted by
necros on 2010/01/10 09:23:08
http://necros.quaddicted.com/temp/ne_action1_outside1.jpg
this started from the rapid map development thread. finished with layout and gameplay, now doing many many detail passes.
Rebuilding...
#6459 posted by
ziffon on 2010/01/11 13:24:11
okej, decided to rework safe3 from scratch. Reasons being gameplay isn't as good as it could be and I'm not sure were to go from here visually. I'll keep the same texture theme and the main cylinder atrium, but I'll be adding some other textures and reworking the architecture a bit to give some more possibilites. Should be fairly quick to get something up and running soon.
I would also like to ask if someone is interested in reviewing more work in progress builds. Posting a beta on the forum requires you to have something which is close to being complete (I assume) and I'd like to bounce a few ideas early. Would be great to be able to send the maps straight to your inbox. Thoughts? Anyone interested?
cheers
Well
#6460 posted by
ijed on 2010/01/11 13:46:55
You can just post screenshots and you'll generally get a few comments.
Of the three posted above the first one could do with the textures being aligned as an anon commented - so the steps match up with the texture trim on the wall.
Just a visual anomaly though - the rest of it looks great. Maybe some of the classic Q2 metal textures thrown in would look good.
Can't really manage any testing at the moment for proper gameplay feedback, just not enough time.
#6462 posted by gb on 2010/01/16 14:05:46
Sock, how many sides does the cable have?
nice bookshelves, too :)
Cables
#6463 posted by
sock on 2010/01/17 11:44:10
@gb, the cable is a patch, the thickness scales up and down depending on the distance you are from it. The bookshelf was an idea for filling the wall space, I thought it worked out really well.
#6464 posted by anonymous user on 2010/01/17 22:11:48
#6465 posted by
Text_Fish on 2010/01/18 09:59:31
Looks to me like that's the idea! Slow down access to a powerful weapon and all that.
#6466 posted by
ziffon on 2010/01/19 17:03:01
okej :) it wasnt intentional to break the bunny jump. Great feedback as well. I can promisse it will be gone in the next version ;)
Thx
Hehe
#6470 posted by
DaZ on 2010/01/22 22:52:40
The shape of the room reminds me of the bridge of an imperial star destroyer.
Or im slowly going fruitbat insane!
#6471 posted by negke on 2010/01/22 23:41:59
Another one of those prefabs...
#6472 posted by
necros on 2010/01/23 02:29:06
that... is cool! please tell me it rotates? ^_^;
Feedback
#6473 posted by
sock on 2010/01/23 10:52:40
@Daz, yes you are going fruitbat insane! it is meant to be an astronomy room based at the highest point of the map.
@negke, what prefabs? I made it myself, it is not from any other source.
@necros, it does not rotate because Q3 draws all rotating objects regardless of location in the map.
Yes
#6474 posted by negke on 2010/01/23 10:58:11
but not according to that art forum....
#6475 posted by
Spirit on 2010/01/23 12:00:01
I think lighting could make it stand out much better. Currently it does not look as impressive as it is (to me).
Hehe
#6476 posted by
DaZ on 2010/01/23 12:10:25
In my defence...
Strip out the astronomy spinny thing(tm) and then compare to
http://www.virulent.de/FLO/roster/ssd/images/bridge.jpg
:D
Looks great though, Ive been holding off deleting quake 3 so I can have a roam around in this map when its done.
#6477 posted by
sock on 2010/01/23 12:26:34
@negke, oh that place! don't worry I will be going back there with my new screenshots when I have finished my map and I am sure they will react exactly the same way again. :)
@Spirit, yep the lighting is the worst part of mapping for q3 and probably the most annoying thing about this map to me. Some people say it is too bright, too dark or too flat and it is impossible to get it right for everyone. Most of the issues with lighting is simply how everyone has their monitor set up and what type. I must of spent hours (probably days) tweaking the lighting and compiler options based on various feedback and I am still not 100% happy with it!
This room is suppose to be very bright, at least 75% of the walls are glass and the chance of high contrasting shadows is slim to none. I call this room the bird's nest and it certainly makes more sense when you can walk around it and see the whole view.
@Daz, yeah the design could be many things really, the inside of the top of a lighthouse, the top of a ship control center, the excessive glass is for viewing purposes. I am glad to hear you are keeping Q3 for a little longer to give this map a look. :)