Cool
#7223 posted by negke on 2011/01/11 12:04:56
Wicked style - I love it! Without the QRP, that is.
Layout seems very good, no item placement - would have to play it against opponents.
Some technical notes: there are a few empty spaces outside of the map (between brushes of adjacent rooms), noclip around to find them.
The steps at -592 -432 216 (near the RL) could use clips on the side so players don't get stuck.
The gears panel at 373 768 360 isn't clipped off.
The angled skull textures at -589 -583 303 isn't properly aligned.
The base trim in the main atrium (image1) looks a bit off with its lack of seams. I'd say either make a 32 unit trim with seams or use the 16 unit texture on those faces as well.
There are some unrealistic shadows, or basically black walls, in sky areas. Not a big deal, but you might want to put a little light there just for neatness.
I strongly recommend turning all of the torch holders into func_illusionaries (or delete them altogether and move the torches to the walls). This should lower the polycount a bit. Likewise, the same could be done to the weapon platforms. Check with r_showtris 1 to see what I mean.
The lighting issue, did you compile the map with -extra4? This might make it go away.
The "vis issue" is a portal error that occurs sometimes when QBSP doesn't like the architecture for some reason, or just feels like it. You can try to fix it by splitting the brush into two triangles and shift the texture on one of them slightly (so they aren't merged by QBSP).
Err
#7224 posted by negke on 2011/01/11 12:05:57
*no idea about the item placement
Looks Very Nice!
#7225 posted by RickyT33 on 2011/01/11 12:15:22
Have you tried it in Darkplaces with all of the fluff turned on? I bet that would look cooler....
As for the vis error - yeah like Negke says, try splitting the brush. Or just try replacing the brushes in the affected area with slightly different ones.
Which light tool did you use?
If you ware using Worldcraft you might want to try "Check map for problems" - you often find some clangers at the bottom of that list ;)
Hmm
#7226 posted by nitin on 2011/01/11 12:22:44
I see too many textures and clashes. Is it just me?
No, But.
#7227 posted by negke on 2011/01/11 12:30:15
The replacement textures highlight it too much. Without them, it works much better. Yes, they clash, but in a good way. IMO, anyway. Reminds me a bit of spirit's recent DM map which used a somewhat unorthodox style, too.
#7228 posted by ShadoW on 2011/01/11 12:52:01
Pictures were taken with DP+QRP.
For compilation I use Lordhavock's hmap2.exe (and Radiant 1.5 for building the stuff).
OK, Some Stuff
#7229 posted by RickyT33 on 2011/01/11 13:20:58
To make Darkplaces textures look even more awesome use these two console commands:
r_glsl_offsetmapping 1 r_glsl_offsetmapping_reliefmapping 1
If you use this light tool:
http://celephais.net/board/view_thread.php?id=60480&start=10
You will probably find your lighting problem has gone.
And if you use this QBSP tool:
http://quaddicted.com/tools/txqbspbjp.zip
It might fix the vis error.
Please try it and report back here :)
Agree
#7230 posted by Drew on 2011/01/11 16:41:39
re QRP - not my fav, but looks very nice in game with regular textures!
About QRP In Custom Maps
#7231 posted by gb on 2011/01/11 17:41:25
You have to take the replacement textures into account while you map.
You have to map for the QRP textures, ie use Quake textures whose QRP replacements look good together. If your vanilla textures are a jumbled mess, the QRP will highlight that.
Try using a more cohesive style, and test your map with QRP enabled so you can detect problems early, and it will look great with QRP.
e1m6rq was made for the QRP. The vanilla textures are just placeholders in the editor. Dev textures pretty much.
Agreed
I'm a sucker for texture combinations and this map looked ace (Not so much with QRP though as gb said). Tastefully done colored lighting too, I liked the sparse fulldark areas.
The pitch black 'dead end' opposite the NG seemed like a good place for a ROS maybe(?). Unless it was your intention to not use any powerups.
Powerups
#7233 posted by ShadoW on 2011/01/11 22:32:00
I will add later second .bsp to archive, which will be ffa and include Quad (or sth else). Thanks guys for all feedback, I will take care of things you mentioned, and will post new version soon.
Q1shw1 Beta1
#7234 posted by ShadoW on 2011/01/12 15:25:14
Ok guys, second beta:
http://dl.dropbox.com/u/16372046/q1shw1_b2.rar
I've used that light compiler RickyT23 mentioned, it seems ligth issues are gone. Also I fixed some small things, all I could think about atm. I'm pretty content about the map right now, thanks once again for feedback.
Great To See The Q3 Mapping Machine
#7235 posted by Spirit on 2011/01/12 16:24:25
I highly suggest that you post about this on quakeworld.nu since that is where the multiplayer community sits (for quakeworld). There also is quakeone.com where netquake players from the US go.
#7236 posted by ShadoW on 2011/01/12 17:58:17
Yep, I know both, will do soon.
ShadoW...
#7237 posted by Maric on 2011/01/12 23:45:17
Love it, awesome, very different, fresh...except This
The ledges blocking the arches just look wrong, really-really wrong. Or maybe, it's just me?
This Time Shots Have Monsters In Them Omg.
Really Liking Gold Door Shot
#7239 posted by meTch on 2011/01/13 05:31:15
ZQF.
#7240 posted by Shambler on 2011/01/13 21:30:34
That's looking good, the refinement and details are really helping. The last upper corridor shot shows it well, good base build quality.
The very WIP shots show progress and I'm sure you know about the textures and stuff. Not sure about those spindly pylon things.
Keep at it dude.
Thanks For Comments
I've posted quite a few shots of it so I'll stop posting them up as much now.
Having said that will try to have a beta ready soonish for gameplay purposes :E
Devastation - Vis Issue
#7242 posted by ShadoW on 2011/01/14 10:34:24
Hey again. When running the map (Devastation - see few posts up) under WinQuake I have those strange Vis issues:
http://shadowsdomain.files.wordpress.com/2011/01/quake01.jpg
Part of the main room is dissapearing while moving around it. No problems under Darkplaces or Ezquake.
Im Sure There Is A Command To Increase The Draw-distance
#7243 posted by RickyT33 on 2011/01/14 10:40:49
The Winquake program was designed to play the original Quake maps, which were designed to run on a 486 system with 8MB of RAM. As a result it will only draw so many of the nearest world polys at once. There is a console command to increase this, but I cant remember what it is.
Any modern engine should run the map just fine!
#7244 posted by ShadoW on 2011/01/14 10:47:22
Yes, as I said DP and ezq runs it great. So there is no thing I can do from mapping point to help this under WinQuake? I mean like adding some copmile/worldspawn command option?
#7245 posted by Spirit on 2011/01/14 10:56:49
That looks like if your map is too detailed/complex for winquake. iirc r_speeds must stay below ~800 or things will be greyed out. players can increase r_maxsurfs and r_maxedges to work around this.
Wee The Console Commands
#7246 posted by RickyT33 on 2011/01/14 11:13:00
are
r_maxsurfs (default 1000)
and
r_maxedges (default 2000)
The changes require a map-reload. This makes it difficult to use a Quoth info_command trigger to cause this to happen. You could fire those commands in a smaller start-map I suppose. Then when you start your actual map the commands will be activated. But users on non-Winquake engines might get wierd console messages like "unknown command" or something.
Not many people use WinQuake really. You can make Fitzquake and GlQuake etc look like Windquake if you so desire.
#7247 posted by ShadoW on 2011/01/14 11:18:36
I know that WinQuake isn't really popular ;). Just wanted to get it clear that I can't do anything with it before releaseing the map.
I simply try to test the map as much as it possible.
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