Necros
#7063 posted by ericw on 2010/11/02 22:32:06
I like that shot. The overhead pipe really makes it work, suggesting some kind of industrial complex overhead - yet this clashes with the runic skulls/decoration in a good way :)
Distrans
#7064 posted by Drew on 2010/11/03 00:48:23
looks fine on mine, etc.
Actually, looks really really fucking good - never even ran through the DM map, but was pretty impressed by the screenshots.
Thanks for doing what you do, how you do it. Keep it up, please!
Necros - ditto.
#7065 posted by [Kona] on 2010/11/03 06:24:25
my monitor is calibrated fine and i can't see much in those shots. hopefully it's not that unlit in game? last shot looks great though. i love churchies in quake
Distrans / Necros
#7066 posted by generic on 2010/11/03 09:54:58
Looking forward to playing them!
So Do I Of Course
#7067 posted by negke on 2010/11/03 10:18:19
Though I hope distrans adds some brighter light sources to compensate for the lack of contrast of that min level. And for necros to put some lights in the lava. AND finish the map before starting another one. ;)
#7068 posted by quakis on 2010/11/03 21:26:01
distrans: Interesting to see a city style of level for Quake, and it looks pretty.
Actually brings me to a question; Are there any neat (SP) city themed levels I should check out that I most likely have missed out on? Probably not the thread to ask this though...
#7069 posted by necros on 2010/11/03 21:35:55
i went and passed distrans' shots through photoshop's levels filter and i was able to tell what textures were being used. :P
i'm kind of excited to see a kingpin textured map. :)
the mix of kingpin and rtgnosis works rather well though i would not have initially guessed they would.
Yeah
#7070 posted by Drew on 2010/11/03 22:26:27
I'm always impressed at how Distrans is able to get such an incredibly wide swathe of very different textures, and make them work together.
Towne
#7071 posted by DaZ on 2010/11/04 01:53:30
by fat controller (I think?) is a cool city theme map.
Also, I think it was part of the mexx series of maps that was set in a large city environment? Or was it one of Tronyn/Kona's map packs? Gah can't remember!
Hmm
#7072 posted by Tronyn on 2010/11/04 06:55:25
if you're thinking Towne directly, I think FC had a modified version in his episode called Otranto.
Need Some Gameplay Opinions
Hey, my map is getting there, just some polishing to do, being as this is my first map I need some opinions of it's deathmatch gameplay.
it's a 3 player FFA map
http://www.craftedbyben.com/3v3.map
It'd be great if any of you could have a mess around, tell me what you think.
#7074 posted by Trinca on 2010/11/17 13:52:20
compile it enliten as a .bsp not a .map
Enliten
#7075 posted by RickyT33 on 2010/11/18 00:17:47
I just loaded your map into Worldcraft then compiled it and ran it in Darkplaces engine.
I made the following observations (please dont take offence to any of this, I made all of the same mistakes with my first map(s):
The map leaks. You have sealed the map by placing a box around it. You should never have to do this because all of the space between the outside of the map and the inside of the box is drawn by the engine unnecessarily.
The best way of finding a leak is by loading the map into your engine, then type on the console "noclip" then "gl_clear 1" then type "pointfile" to load the .pts file generated by the compiler when it finds a leak. You can then fly around your map and you will see a dotted line. If you follow the dotted line you will find the leak.
The box is made of 6 brushes which are about 1 unit thick. Personally I dont like making anything which is less than 8 units thick EVER.
Then Quake engine and it's compilers dont like thin solid objects. The thicker, the better
:)
There are lots of brushes in this map which are off-grid. This is probably the cause of your leaks. The QBSP compiler will have to move any points back onto the grid (the 1x1 .map file grid) and this will create gaps between brushes which will give you leaks.
I wouldn't use QuArK at all personally. Worldcraft is good, but also versions of Radiant and BSP editor are likely much better.
Quakrk is pretty notorious for making maps with leaks and off-grid brushes. Some people have success with it though (Trinca uses it well), but I think the other programs are probably easier.
The lights are too dark throughout the map. There are also textures which are chopped in funny places (the base texture on the wall in the first corridor for example - chopped off 32 units from it's bottom). I would make the walls 128 units high instead of 96.
The way you have blended the green mid-evil brick texture with the Id1Base textures doesn't really work too well IMO.
All of this aside, this isn't a bad attempt at a map, you could have a little fun with it, but you need to address all of the leaks, the off-grid brushes, the lighting (make brighter), and the texturing.
HTH
Inception's Pretty Good
#7076 posted by nitin on 2010/11/18 01:18:17
but not great IMHO.
And sleepy, maybe its the dearth of good horror films in recent times, bu IMHO The Descent gets the basics of the genre right and then some, which is more than I can say for most films in the genre in the last 10 years. I find both halves nerve wracking and entertaining.
Oops
#7077 posted by nitin on 2010/11/18 01:18:35
wrong thread
Yes.
#7078 posted by Drew on 2010/11/18 04:24:24
to both of those.
Thanks
cheers for the feedback, I had alot of issues getting leaks and clipping brushes sorted, I thought I had fixed them all >_> hopefully I'll be able to chase down the leaks.
The texturing is a WIP and by no means final. What I'm really interested in is feedback of gameplay, i.e.
does the map work with the lightning, grenades and spikes?... Is the trap sufficient, does it need to trigger more often? Is the map too claustrophobic? Should there be lava instead of acid? Does the map need more health scattered around than the megahealth? etc.
Thanks in advance
ps uploaded the bsp
http://www.craftedbyben.com/3v3.bsp
#7080 posted by Trinca on 2010/11/18 10:50:56
I will take a look tonight, when I get home enliten and give you some advices!
3v3
#7081 posted by madfox on 2010/11/19 21:28:04
@enliten - For a deathmatch map it's a good start.
I thought the slime near the MH shouldn't be sloped, or at least place a fence behind it.
Also good to add a brush to walls that have a sharp side as in the startscene.
A kind of ledging around the carved side could solute this.
Good start!
Hey Neg
#7082 posted by Drew on 2010/11/27 06:13:02
are you working on the runic industrial map you posted pics of before?
#7083 posted by negke on 2010/11/29 11:26:56
I must not say anything that may have negative impacts on your finishing the papers.
Hahaha
#7084 posted by Drew on 2010/11/29 13:20:55
Sch�pfer
#7085 posted by jt_ on 2010/11/30 05:02:41
New Beta Q3map From Q1
#7086 posted by here on 2010/12/01 09:42:08
I remake e1m7 on quake3, this map was pretty fun in detahmatch. I got problem on the aas compiling. If someone wants to test it and give me some advices :)
download and screenshots :
http://www.hereticmanse.com/level/the-door-to-the-chton
You can also post comment on my website.
I Like It :)
#7087 posted by DaZ on 2010/12/01 10:24:09
Maybe the lower area corridors are a bit small for Q3/QL play? Its been years since I played q3 so im hardly an expert but I seem to remember that cramped corridors were quite annoying for bunnying and general movement in q3.
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