Q1MP Elysium Beta 2
#8141 posted by foogs on 2012/02/19 07:13:46
map filename: elysium2b.bsp
It's a 1on1 / 2on2 deathmatch map for QuakeWorld.
My first quake map (well second if you count remaking it.) Looking for playtesting / item positioning advice or any kind of advice/suggestions/feedback really.
download map: http://foogs.info/progs/quakeworldmapping/elysiumb2.bsp
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screenshots: http://foogs.info/progs/quakeworldmapping/ezquake043.jpg http://foogs.info/progs/quakeworldmapping/ezquake044.jpg http://foogs.info/progs/quakeworldmapping/ezquake045.jpg http://foogs.info/progs/quakeworldmapping/ezquake046.jpg
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textures (credits to painkiller / zaka for converting them to qw / dm_sacred): http://tinyurl.com/74ly7kw
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quakeworld.nu thread: http://www.quakeworld.nu/forum/viewtopic.php?pid=66614
Thanks for the look!
ERRR.
#8142 posted by Shambler on 2012/02/19 10:06:12
Style looks good, but how does it look in actual QUAKE??
======SERVER ERROR in SelectSpawnPoint:
PutClientInServer: no info_player_start on level
#8144 posted by Spirit on 2012/02/19 11:59:55
deathmatch 1
Fucked up the arguments order in the console.
Looks Cool, Judging From The Shot
#8146 posted by negke on 2012/02/19 13:17:32
But at the same time the textures look very samey in color, not much contrast. There's a texture issue in screenshot 046, left of the light.
More
#8147 posted by negke on 2012/02/19 13:49:05
Architecture is nice and the layout seems good. However, there are several big and small empty spaces behind in between walls and floors which should removed. I suggest you put clip brushes on ledges and window frames so players can't get stuck or camp there.
Some of the lights, at least the lanterns need to be brighter to makes them easily identifyable as proper light sources. If your light tools supports it (e.g Bengt Jardrup's), add "delay" "2" to them, and experiement with the light value. The cross lights could do with "delay" "2" and "wait" "2"; this would give them a more pronounced light effect. Again, experiment a little.
There's a player start placed on top of an armor, this can make the item fall out of the map, and thus should be moved.
As for the item placement, I'm not sure if a Quad is good in such a small map, might be overkill. Instead, I'd suggest turning the second YA into a RA (the one near the Quad, where the nail box is) and remove the Quad. Is there a GA somewhere on the ground floor that I've missed?
Small nail boxes are useless in DM - you know how weak nails are against rockets or lightning. At least turn them into big ones.
Does the level have an info_intermission?
Big Shells Too
#8148 posted by negke on 2012/02/19 13:53:54
And considering how few nail boxes there are, I'd say put two big ones on each spot.
I also spotted a misangled window frame texture on one of those big double-windows.
#8149 posted by foogs on 2012/02/19 17:16:47
Thank you negke going to take a good look at your suggestions. I'll try to fix all of the texture bugs I really felt crappy when I looked at the screenshots after the post and found that one. It's like come on you took a picture of it and you missed it? :(
I have to experiment with light more. Only last night did I actually start running it with command line options instead of just running the base light.exe. So do I put delay as a key on the entity and then the value 2 in radiant? I'll experiment and try to find out.
There's a GA in the bottom lift room. The level does have 1 info intermission similar to screenshot043s camera point.
It also looks like I should add an info_player_start position for single player quake? (or just for onetruepurple)
This probably isn't the place to ask but how do you search this forum? I see no search link anywhere, not on the forum or the site for that matter.
#8150 posted by negke on 2012/02/19 18:06:52
Yes, manually add them as extra keys in Radiant. What they do is modify the way the lights are rendered: delay changes the attenuation of a light, wait sets its fade distance (default is 1, a higher value makes it fade faster). Delay 2 and wait 2 with a light value of 200 or 250 make a bright light bubble which may look good around light sources like the cross tiles. Note that your light.exe must support it, otherwise it'll do nothing.
If the delay tricks are not satisfying, you can also try a high light value and a slightly limited fade distance, e.g. 400 + wait 1.5.
For the final compile, be sure to use light.exe -extra4 for smoother shadows.
Having an info_player_start is always good, for testing and for players who want to check out the layout. After all, you can't noclip in deathmatch mode.
This board doesn't have a native search, but you can use Google and add site:celephais.net/board.
Zwiffle
#8151 posted by negke on 2012/02/25 00:17:46
Call It
#8152 posted by Kinn on 2012/02/25 00:23:23
The Vis-Mulcher
Good
#8153 posted by Zwiffle on 2012/02/25 00:47:09
Now, construct a map around it and sign it 'Zwiffle' thx
No, The Rest Is On You
#8154 posted by negke on 2012/02/25 00:55:34
Use it as a prefab to finish one of your maps, or the speedmap you're going to make.
@negke
#8155 posted by sock on 2012/02/25 02:15:52
Nice style and very cool texture choice considering what you had to make. How long did it take you to create it? What is the scale like compared to the player?
#8156 posted by negke on 2012/02/25 10:59:03
I think it took me some 30-40 minutes. The scale is quite off - the columns in the original picture are much taller; in the screenshot they are 128 units. In Quake, everything is larger anyway (or rather the models are small), so the player size would roughly be from the ledge to the railing (~56 units?). Obviously a building designed for shamblers.
#8157 posted by necros on 2012/02/25 18:03:58
Obviously a building designed for shamblers
the best buildings always are.
Industrial Box
#8158 posted by sock on 2012/02/26 17:49:33
Splendid
#8159 posted by madfox on 2012/02/26 19:14:30
First thought it was a picture.
You sure use the right messures.
Sock.
#8160 posted by Shambler on 2012/02/26 19:55:34
Needs more yellow and grey.
Sock:
#8161 posted by metlslime on 2012/02/26 20:57:14
very cool, my only complaint is the main vertical supports have that angled jog in them -- this makes them look unsuitable to support weight. Vertical pillars, a-frame structures, or arches would look more sturdy.
#8162 posted by [Kona] on 2012/02/26 21:52:38
sock, do you think you'll ever make some single player maps?
#8163 posted by sock on 2012/02/26 22:17:54
@Kona: I made a community SP map for SIN (link on my website if you are interested). I also create SP maps professionally (Wolf,Warhead,SM), but I doubt I will create any Q1 SP, I prefer to work with other mappers instead and just provide art assets nowadays.
@metlslime: Yeah the vertical supports are certainly more art than structural, but I do like they way they surround the empty space in the middle.
..textures.. Textures We Need Textures
#8164 posted by dehlor on 2012/02/27 03:42:06
I'm no good at creating textures though I've learned the mechanics behind that..
so I'm always lookin for original brand new sets.
Sock, are your textures free to use ? Would you create some sets for me ?
@dehlor
#8165 posted by sock on 2012/02/27 04:48:42
All use of my digital work is covered by this Creative Commons Deed. - http://creativecommons.org/licenses/by-nc-sa/3.0/
At the moment I am busy with a new Q1 mapping project and I don't want to get involved in anymore.
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