#1 posted by  Spirit on 2012/02/05 22:03:02  
		Looks like ioquake3 can't handle this, shaders not working or something. Damn!  
	 
		
		 Cool   
		#2 posted by  DaZ on 2012/02/05 22:27:27  
		Reminds me of Combine architecture from hl2 in a way. Simple but very effective, love it :)  
	 
		
		
		
		#4 posted by  Zwiffle on 2012/02/05 22:53:10  
		You got Mirror's Edge in my Q3! You got Q3 in my Mirror's Edge!  
	 
		
		
		#5 posted by  necros on 2012/02/05 23:14:06  
		haha that's awesome!
  the fake ambient occlusion worked out really well, too.  
	 
		
		 Spirit   
		#6 posted by  Lunaran on 2012/02/06 00:19:01  
		I made and tested it primarily in ioquake3. Are you getting broken shaders?  
	 
		
		 Also   
		#7 posted by  Lunaran on 2012/02/06 00:19:32  
		More shots and info at kungfusquirrel's page for the map:
  http://www.button-masher.net/content.php?i=1379  
	 
		
		 Gorgeous   
		#8 posted by  sock on 2012/02/06 02:15:16  
		Amazing work as always, there is shader errors with ioq3, but nothing serious. I was wondering when you were going to release this and it also reminds me of minecraft on crack!  
	 
		
		 Looks Great!   
		#9 posted by  Drew on 2012/02/06 04:50:44  
		
	 
		
		 Awesome   
		#10 posted by  rj on 2012/02/06 08:39:58  
		that is one of the best looking maps i have ever seen. hi res screenshots (sans entities) could actually pass for art  
	 
		
		 Spirit / Lunaran   
		#11 posted by  JPL on 2012/02/06 09:50:58  
		The shots are awesome. A shame I do not have Q3 installed on my computer :(  
	 
		
		 Looks Brilliant   
		
		Great work on the sounds too.  
	 
		
		 Lun   
		#13 posted by  Spirit on 2012/02/06 17:19:05  
		
	 
		
		
		#14 posted by  - on 2012/02/06 18:01:25  
		known hater of crates in maps -> designs map made entirely of cubes  
	 
		
		
		#15 posted by  - on 2012/02/06 18:02:09  
		oh, but it is stupor purty  
	 
		
		 Spirit   
		#16 posted by  Lunaran on 2012/02/07 06:38:01  
		You and Simon are apparently both getting that. Your pastebin reveals no stand-out errors, but I can't argue with the screenshot.
  
  What I don't get is that I emptied baseq3 except for my pk3 to test that it was complete, and tested it with ioquake3 and everything was fine.  I use a lot of non-standard blend modes - maybe ioq3+your specific hardware doesn't like that?
  
  Does it do that with vanilla q3?  What version of ioq3 do you have?  
	 
		
		 Lun   
		#17 posted by  Spirit on 2012/02/07 09:19:37  
		deleting an old beta of this map fixed it.  
	 
		
		 Doh   
		#18 posted by  Lunaran on 2012/02/08 03:42:20  
		I had an idea to make a version of the concrete shader with an extra-high lightmap res and apply it to only the big broad faces that have sharp diagonal shadows falling over them to crispen them up without destroying q3map2 any more than I already have, but it's too late and I was kind of hoping there WAS something critically broken so I could have an excuse to recompile it that way and re-release it.  
	 
		
		 Ready For Release?   
		#19 posted by Tigger-oN on 2012/02/08 11:57:29 
		@Lunaran: Can this be added to the map queue at ..::LvL yet?  
	 
		
		 Superb...   
		#20 posted by  distrans on 2012/02/09 04:26:23  
		I especially like the positioning of the railgun: a little exposure for a decent reward.  
	 
		
		 Tigger   
		#21 posted by  Lunaran on 2012/02/09 05:07:31  
		Sock has put me onto a crazy ninja method for getting an appropriate working aas. I'm going to give that a shot, so maybe hold off? thx bro
  
  I'm pretty sure now that I think about it that I have never released a Lun3DM I didn't have to release again two weeks later.  
	 
		
		 NP...   
		#22 posted by Tigger-oN on 2012/02/09 07:37:44 
		No problem, send it when you are ready.  
	 
		
		
		#23 posted by  negke on 2012/02/09 10:37:52  
		The screenshots look very cool. Indeed combine-esque, and also remind me of some abstract art poster I once had. More of an experiment obviously, I doubt the map makes for proper gameplay, but who knows. How's the performance anyway?  There's also something about the lighting that I like - as with other modern Q3A maps. Seems very refined to me.
  
  Didn't think about the AAS, but yeah, bots should have a hard time with all the edges. How are you going to approach this? Perhaps make a simple version of the layout/structures without 'detail cubes' and use that AAS file for the actual level?  
	 
		
		
		#24 posted by  necros on 2012/02/09 19:39:10  
		i have to say i was kind of disappointed when i actually played this. :(
  
  it looks fantastic, no argument there, but from the screenshots it looked a lot bigger.
  
  the map is actually pretty small.
  
  i know there's gameplay considerations and whatnot, but i would have loved to see it at 1.5x or even 2x size.
  
  also, i was sad the top part was all clipped off. :P
  
  but yeah, it's still awesome. ;)
  thanks!  
	 
		
		 Man   
		#25 posted by  nitin on 2012/02/25 13:27:49  
		what a map!!
  
  Is there any chance of getting the bots working?  I have been spooging just walking around but would be great to try and play.
  
  Also, what are the r_speeds in this one, framerate dips ocassionally.  
	 
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