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Post by draxi on Jun 29, 2006 9:08:40 GMT -5
Need beta testing for my new map!.. - Flip a coin... -
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Post by napalmdeath on Jun 29, 2006 11:21:37 GMT -5
I'll beta test it.
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Post by 3fing3redfi3nd on Jun 29, 2006 16:44:51 GMT -5
link to dl?
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Whirlingdervish
Clan Q2C
100%
Clan Q2C Resident Smartass BANNED FOR STALKING AND FLAMING
Posts: 962
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Post by Whirlingdervish on Jun 29, 2006 19:15:44 GMT -5
looks cool. give us a link and you've got testers! (or testes? I dunno, my english is getting worse by the minute)
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Post by draxi on Jun 30, 2006 7:21:33 GMT -5
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X7[Q2C]
Clan Q2C
100%
Quake II[x=x7a]
Posts: 1,429
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Post by X7[Q2C] on Jun 30, 2006 13:02:27 GMT -5
Mega Health between the two trap doors should change angle to 90.. trigger_multiple to trigger_relay to func_door's trigger_relay time I think is to long, and func_door's have a toggle spawnflag, so the wait time has no effect on the door opening. misc_teleporter, still see the fountion and hear the tele sound, not sure if you wanted that way? A Hole in the map, Buy the RL... texture on cross face...
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Whirlingdervish
Clan Q2C
100%
Clan Q2C Resident Smartass BANNED FOR STALKING AND FLAMING
Posts: 962
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Post by Whirlingdervish on Jun 30, 2006 13:39:50 GMT -5
well after a few runs thru and some bots eating me alive, I love this map. the atmosphere is very dark and ancient and I really like how you've put things together (not a lot of regular square walls). The rusty red lighting looks very nice with these tex too. The trims look nice and the give the map some good lines for the shadows to highlight. I only noticed a few spots that could use one.. mostly on the ceilings. The gameplay has a quick pace and there are a decent amount of z-axis movement/attack opportunites. The only things I found myself wanting were longer open areas to use the rail in, a higher sky to add more vertical space, and a few ledges around the upper parts of the open areas (accessible by rocketjump or ladder etc...) to launch sneak attacks from. I didn't see any major errors other than the hole in the rl area (that X7 found) Very nice work you've done here. I look forward to testing it a bit more.
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Post by draxi on Jun 30, 2006 16:10:48 GMT -5
thanx A LOT guys!! just one question to X7... what do you mean with the cross texture?.. think I should change it so it doesn't match the other texture? I only wanted to see how it looked, not sure if I like it or not.. I will fix the hole, and maybe add more rooms/open areas.. got a little sneaky idea! well.. thanx again..
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Post by grieve[Q2C] on Jun 30, 2006 19:04:01 GMT -5
what about the r_speeds ? they go over 4000 in some places and average about 2000, there can be no such a thing as a DM map for Q2 with r_speeds of 4000, because such a map is not suitable for DM. the dated netcode of Q2 can not manage it properly, and it crawls on (for todays standards) low end systems which are still many times above the system requirements for Quake 2 when it came out. many folks come to Quake 2 because they have a small system. did you maybe only fast-vis it ? if not, this map has a serious vis-blocking problem. adding even more open areas will perhaps not solve it then.
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Post by napalmdeath on Jun 30, 2006 20:12:00 GMT -5
I've played the map a bit now and also noticed the portals can still be seen/heard, as X7 mentioned. I didn't find any missing textures, but there was a missing .wav file (wind.wav, I believe). I didn't have any issues with r_speeds, everything seemed to stay smooth and very playable. As for the actual design/structure of the map, I love it! It looks especially sweet in OpenGL. The weapons and items seemed a bit lacking though, not much to find and/or use. The map was easy to get around in so as not to get lost, but still had enough different places to check out that it stayed interesting. All in all, I'd say this is a great start to what can only become an even better map when it's finished.
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Post by grieve[Q2C] on Jun 30, 2006 21:06:39 GMT -5
as mentioned before: r_speeds = polycount. the number of worldpolygons the engine has to render. 4000 will make the map unplayable online even today, though you might not realize it immediately when you jump through the map on localhost with a fat puta. a map which is supposed to be played over the internet should keep r_speeds within 1600-1800 as the furthest limit. all this stuff was discussed already extensively by ppl who have a clue, Musashi and the like. no need to repeat it permanently. it is a code limitation of Quake 2, especially of the netcode. as you see, in Skels map the whole map is "visible" to the engine at once wherever you stand, this explains the monstrous polycount. this is not as it supposed to be, most likely he has only made a fast-vis for the beta. if this is the case, a full vis should solve the problem.
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Whirlingdervish
Clan Q2C
100%
Clan Q2C Resident Smartass BANNED FOR STALKING AND FLAMING
Posts: 962
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Post by Whirlingdervish on Jul 1, 2006 1:48:32 GMT -5
either that or he needs a bunch of hint brushes and a prayer! I noticed the drag that it gives when I tried it with about 10 bots. Thought it was just because I was getting chained over and over, but the tris screenie that grieve made explains that sufficiently. I don't have a top end system by any means but at first it wasn't all that noticable.
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Post by Sabotuer [Q2C] on Jul 1, 2006 2:35:02 GMT -5
as mentioned before: r_speeds = polycount. the number of worldpolygons the engine has to render. 4000 will make the map unplayable online even today, though you might not realize it immediately when you jump through the map on localhost with a fat puta. a map which is supposed to be played over the internet should keep r_speeds within 1600-1800 as the furthest limit. all this stuff was discussed already extensively by ppl who have a clue, Musashi and the like. no need to repeat it permanently. it is a code limitation of Quake 2, especially of the netcode. as you see, in Skels map the whole map is "visible" to the engine at once wherever you stand, this explains the monstrous polycount. this is not as it supposed to be, most likely he has only made a fast-vis for the beta. if this is the case, a full vis should solve the problem. How the hell do you get a picture like that in q2? It sure could be useful! anyway, check out the map as soon as I get home for a vacation ("home for a vacation", that sounds silly)
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Post by draxi on Jul 1, 2006 5:51:52 GMT -5
hmm.. oh, i dont really know much about r_speeds.. well.. i got a lot of hint_brushes in the map, so it have to be something with the fast-vis/full-vis thing.. cuz my compiler is a bit crappy, so i use a .bat file and write all the stuff in there.. got a new beta up soon, should be at = www.home.no/kmlt/sflipbeta2.zipjust need to delete som old stuff there.. oh, and r_speed is still really high i guess.. ill check if i can solve this now.. and make another beta.. well.. thanx for the comment/testes etc.
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Post by draxi on Jul 1, 2006 6:41:27 GMT -5
think i found the problem.. the vis thing didnt work at all!! F:\quake2\baseq2>qbsp3.exe sflip.map ---- QERadiant qbsp3 ---- ERROR: Could not open entering F:\quake2\baseq2\sflip.map Entity 0, Brush 123: mixed face contents Entity 0, Brush 172: mixed face contents Entity 0, Brush 185: mixed face contents Entity 0, Brush 204: mixed face contents Entity 0, Brush 210: mixed face contents Entity 0, Brush 212: mixed face contents Entity 0, Brush 999: duplicate plane Entity 0, Brush 1184: duplicate plane Entity 0, Brush 1244: duplicate plane Entity 0, Brush 1338: mixed face contents Entity 0, Brush 1502: duplicate plane Entity 0, Brush 1506: mixed face contents Entity 0, Brush 1507: mixed face contents 0...1...2...3...4...5...6...7...8...9... (2) **** leaked **** Writing F:\quake2\baseq2\sflip.bsp 5 seconds elapsed
F:\quake2\baseq2>qvis3.exe sflip.bsp ---- QERadiant vis ---- reading F:\quake2\baseq2\sflip.bsp reading F:\quake2\baseq2\sflip.prt
************ ERROR ************ LoadPortals: couldn't read F:\quake2\baseq2\sflip.prt
F:\quake2\baseq2>arghrad.exe -maxlight 300 sflip.bsp ----- ArghRad 2.01 by Tim Wright (Argh!) ----- Modified from original source code by id Software
----- Settings ----- -maxlighta set to 38400.0 (maximum lighting brightness) ----- Load BSP File ----- reading F:\quake2\baseq2\sflip.bsp no vis information, direct lighting only ----- Light World ----- 0...1...2...3...4...5...6...7...8...9... (79) 0...1...2...3...4...5...6...7...8...9... (0) ----- Save BSP File ----- writing F:quake2\baseq2\sflip.bsp ----- Time ----- 79 seconds elapsed
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anyone that knows how to fix this?
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