zorius
Quake 2 Mapping Club
Posts: 103
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Post by zorius on Aug 10, 2004 14:41:19 GMT -5
Ok LeRay. I will do that. After I close the design betatesting, then the itemplacement. bye
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Post by Wixen1 [Q2C] on Aug 10, 2004 16:56:23 GMT -5
My turn... What a crapp... hehe, just a joke... ;D Finally a Gothic map where u r able to see everything, maybe a little darker, someplaces is in order. Simply love the TerreCotta colour, have u been to Catalonia in the southern France, the pyranees alpes, i have and u hit the colour, great Love the pointy towers, but would love real towers and maybe a bridge, hehe. I gues the tricker in the basin is ment to raise the platform witch leed to to the teleporter to the roof, nice. Connectivity around the hole area seems allright, as it is now its a very fast gameplay 2-5 players, thats good. And lots of cover areas around corners and pillars, nice. U could exctend this map with some rooms but it will make the gameplay slower i think. I love the sky, very occult like the history of the Catalanies people living in the year 1100 ac. They actually put theese pointy dark hats on in there ceromonies every year to celebrate there forefathers who died so bravely. The death ceromoni its called . Simply cant wait to hear the scary sound of this map. Maybe some more holy secrets in this map pls. I must say: knowing maps of Le Ray, Sk3l3tor, Stah severel other mappers and now you, il have to go in training before judging all theese maps, this is getting really tuff for us judges to be fair to everybody. This was a transmission from the other side of the moon. iam out...
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HLR
ShotGun Guard
Posts: 83
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Post by HLR on Aug 11, 2004 5:08:29 GMT -5
Yup.
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zorius
Quake 2 Mapping Club
Posts: 103
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Post by zorius on Aug 13, 2004 2:11:48 GMT -5
Sorry guys, our servrer crashed, so I'm not online nowadays.
First of all welcom here HLR! ;-)
Wixen1: I haven't been to Catalonia, and I even don't know about the colours of it anything! But I'm glad if I could manage a realistic feel with my lights and colours. Many people know, how much work and time is in sjut the colour and shape of lights. I am very happy if You feel that is good. And the towers? Me too. That was one of the first idea of the map details. But a real tower... ehh holy polycount. But one question. I didn't decide wether the player would be able to go out of the map (also on the roof) or not. I think, the best woulkd be to close everything with clip brushes, so the player can't go out. Even the teleporter destination would be in the map itself not on the roof. What do You think? Because if the player colud go out or fall off then I have to make a good terrain for example at the bottom etc. Which do I chosse?
And I also think that connectivity is good, but I did'n playtest it yet. But sure there are many creepy hallways and ways to all direction. I think 5 player is too much. 2 is a slow duel, but 3 is the best as I think.
And the sky my favourite very organic part of the map. And maybe the skylight even fit well its colour. But sadly I don't remember it's author! (Sorry guy, You've done a very great job!!!) Wixen1, You created a very great story to the map ;-) thanks. And thanks for the perfect and complete test and review!
I almost forgot the sounds!!! If You don't mention it... yes of course, I have to collect very creepy and scary sounds even some spooky cries in some areas randomly put in. So if You said it's very occult etc, then the name, I've finally chosen is not so bad? (Unholy Shrine) The Death Ceremony would also be great and fit, but You are late, sorry :-( Maybe I will think about some more small holy secrets and details. I have to play a bit Hexen2 or Quake I think.
No, You really don't have to go training to judge these maps! You don't have to know about all the "professional" things of mapping. Your review was great, thanks.
I hope soon I will come back with a new beta release, maybe now with sounds and some more little unholy detail?
bye
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zorius
Quake 2 Mapping Club
Posts: 103
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Post by zorius on Aug 14, 2004 14:49:41 GMT -5
Hi huys!
Do You want to test my map's gameplay? I put in the clip brushes, and weapons, items etc. I tried out it with Eraser's windows version, with Voodoo at Hard level, but I can't do anything ;-) In medium skill I was better. The item placement seemed balanced, but You will decide it.
So guys, want to play it? If Yes, drop me a private message or a mail. Now the most important things are: clip brushes (are they placed well, do we need more?), item placement, item amount. Ambient sounds are still not presented in it, I'm working on that. But I'll swear, it will be totally creepy...
So come on guys!
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Post by draxi on Aug 14, 2004 16:22:39 GMT -5
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Post by Wixen1 [Q2C] on Aug 14, 2004 17:22:51 GMT -5
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HLR
ShotGun Guard
Posts: 83
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Post by HLR on Aug 15, 2004 7:29:02 GMT -5
I'll take a look if you want. Fire a link my way if you want me to give it a test play. (It'll be with bots....)
Oh, are you still planning on doing that base-map project/contest/whatever? It'd be a big hit around here I bet.
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zorius
Quake 2 Mapping Club
Posts: 103
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Post by zorius on Aug 16, 2004 12:21:49 GMT -5
Hi my good friend!
Thanks for the test. Very perfect and detailed review.
So the layout is almost finished, and good? Maybe we can try out a bit darker version, You know I use minlight, so I can give it a lower value, so some areas will be darker.
So item balance is acceptable, and You didn't stuck anywhere on the map? Ok.
The teleport thing is. I placed it under the ground, because I don't want it to bee seen. I'm afraid, if I wolud move it upper, we wolud see it. And It doesn't fit in the maps feeling.
But anyway, thanks! So the map is nearly finished? Great! I wait for the other guys' notices, and the release can go.
Thanks bye Kornel
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zorius
Quake 2 Mapping Club
Posts: 103
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Post by zorius on Aug 16, 2004 16:06:07 GMT -5
Hi. Thanks for the new comments.
Ya, I'll try that teleport destination move. I hope it'll work!
And the things about ammo placement: I don't forget your words. I will ask more people about it. I was thinking about, which way is better. I thought it's a bit more interesting placing the ammo far from its weapon. But it may change in the future. And the amount of the ammo is alright?
Yes that sounds... I'm working on it. They will be very-very creepy and spooky!!! They will be the final uplift in this map.
Thanks thanks thanks!!! You helped so much. Release date is nearer I think. bye
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HLR
ShotGun Guard
Posts: 83
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Post by HLR on Aug 17, 2004 5:35:18 GMT -5
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zorius
Quake 2 Mapping Club
Posts: 103
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Post by zorius on Aug 18, 2004 10:05:06 GMT -5
Hi HLR! Thanks for your accurate and exact review! That must be a very hard and conscientious test! First off, that's a ****ing nice-looking design. I especially like that pa ssage (w/teleporter) that starts to break up at the end. The lighting you did worked out good too *thumbs-up*] Yes, thanks! Good to hear it! It feels soo godd taht someone thinks this way. There were people who told totally different opinions about the lighting for example (they told it's the worst part of the map :-( Maybe I have to give a lower value to the minlight? That's the latest thing I was wondering about. I also think, that with a bit darker ambient light it would be more interesting. There were a lot of DM starts that made the player stick to the floor (jitter). To get rid of the model bury the top of the info_player_deathmatch two units below the floor. The model will be hidden and the player also won't be stuck in the floor. Also what I a ssume is a misc_teleporter_dest on the upper level does this. But you can use an info_notnull in place of a misc_teleporter_dest if you want. Place it so the origin is 8 units above the floor and the player will be even with the floor after teleporting. You say, that I can use just an info_notnull instead of the teleport destination with its target name and it's working? I'll try. Or the other one where the model is 2 units below the floor. There seems to be some bizarre clip-brush usage, like ramps on the stairs. No problem with it, just weird. The two pits (dirt texture) in the floor being clip-brushed over seemed a bit strange, but no big deal. Yes there are. Because there are many light fixtures which could tie the player in the game. Do I remove them from the stairs? It's not exactly necessary, just it was funny when You run up on it and the player was bouncing... it was impossible to target that way. But the other one at the dirt pit may not need. Because it is possible that the player won't stuck if there were just a clip in the line of the floor. I know, it's weird this way ;-) Are you supposed to be able to get onto the roof? I noclipped up and saw that everything's clip-brushed off, but was wondering why all the extra space. There seemed to be a lot of large areas outside the map out of reach and view that could be closed off with sky brushes. It's no big deal that they're there; it's just empty space that makes the .bsp bigger. It looked like you were doing something with lighting on the roof (in addition to the lights by the spikes) so I take it that's why the roof is all open. A very good and attentive notice. The earlier plan was to teleport the player on the roof (is it good idea?) and the ability to fall out from the balcons (and this?). Then I thought twice, I closed them but I forgot to remove the emty areas. What do I choose? This method (but of course without the redundant areas), or the put the teleport on the roof and put in a player hurt brush at the bottom where the player would fall and die? I gave it a quick run with eraser bots. Not the best way to judge a map I know, but it gave me an idea of what playing it felt like for me. I didn't have any problem with the ammo placement, but then again I don't play DM all that much. I like the way they're angled differently. The eraser bot try is perfect I think. Someone says (LeRay?) that it would be better to place the ammo next to its weapon. I think it's more interesting, isn't it? And the difference in angles my favourites, too. I really like them. I think that's all.....looks pretty solid. Thanks, thanks, thansk. Good to hear so good review like yours. I will think about all your notices. See You soon with a surprise, which You may also like! Bye, Kornel
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HLR
ShotGun Guard
Posts: 83
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Post by HLR on Aug 19, 2004 2:54:54 GMT -5
Yes, thanks! Good to hear it! It feels soo godd taht someone thinks this way. There were people who told totally different opinions about the lighting for example (they told it's the worst part of the map :-( I think I was one of those people--before the work you did when we were talking over at tenfour. It looks worlds better now. I still think your transparent lights are bizarre...but they're bizarre in a good way. Maybe I have to give a lower value to the minlight? That's the latest thing I was wondering about. I also think, that with a bit darker ambient light it would be more interesting. I was using a voodoo2 card which are extremely bright but I had gamma set low to be more like defayult setting in software mode. I just looked at it again now that I have the TNT2 card I got recently installed (these are dark but I tweaked to be brighter) and it's a little better. Try a compile with these if you're interested: If you haven't already go through and flag the sky brushes as light and set the value to anything above 0. Turn off _minlight or _minlighta for now Add this to worldspawn: "_sun_surface" "50 60 50"The sky will give off light in that brightness and color (greenish-gray, like the skybox). Just change those to change the brightness or color. (It'll take a lot longer to compile unless you're already using sky lighting.) Then, if you like it but there's any too-dark areas, use a point light in the middle of the area with "_fade" set to .1, "_focus" at .1 and "light" set really low like 25 to 50, and _color whatever you want. That'll brighten up the area a bit and not look like a splotch of light coming from nowhere. You say, that I can use just an info_notnull instead of the teleport destination with its target name and it's working? I'll try. Or the other one where the model is 2 units below the floor. Yes, either will work. If you run mapspy on it it'll complain that info_notnull is invalid but it works in the game. A very good and attentive notice. The earlier plan was to teleport the player on the roof (is it good idea?) and the ability to fall out from the balcons (and this?). Then I thought twice, I closed them but I forgot to remove the emty areas. What do I choose? This method (but of course without the redundant areas), or the put the teleport on the roof and put in a player hurt brush at the bottom where the player would fall and die? If you do that sky-lighting thing, it'll look even nicer if those areas are left in. Here's another thing you should probably do: for any surfaces that the player will never see (like the roof), stretch out the textures a bunch, like 4X each direction or more. This will make the .bsp smaller, it'll compile a bit faster, and it'll probably run a tiny bit faster too, because a bigger texture scale basically makes the surface smaller by cutting down on the lightmap size and making less polys. The eraser bot try is perfect I think. Someone says (LeRay?) that it would be better to place the ammo next to its weapon. I think it's more interesting, isn't it? And the difference in angles my favourites, too. I really like them. Bots are fun but they often act dumb and tend to stick to certain areas and igmore others, even though go everywhere when I walk out the route. When I played they had a tendency to congregate on and around the stairs next to the platform w/SS and ammo pack. And I don't think they ever went down to the RG and teleporter. See You soon with a surprise, which You may also like! Hmmmmmmm
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zorius
Quake 2 Mapping Club
Posts: 103
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Post by zorius on Aug 20, 2004 5:27:47 GMT -5
Thanks again HLR! I now, that You are from tenfour forums, but what You said there, forced me to change the light style, so You are the reason why the lights look so great! If You didn't say those things, then the map's lighting is still boring. There were others, on the www.celephais.net/boards who told it's bland and boring undetailed shit lighting etc. Forget it. About the bizarre lights: they ARE, but I will be the first who will use this lighting style ;-) If the map won't be high-end professional, at least ther will be some originality in it... I use sky emitting light, that's why the balcons and the center arena seems so smooth lighted. So I really don't want to change it, and I may don't want even remove those areas, because then there will be 3-4 small light textures, so I will have to manage to set the brightness again to all the balcons, separately :-( So maybe I will leave all of them in it. But I'll see. The teleport and dm start problems will be fixed, thanks for the ideas. But You didn't say anything about the 2 way I can choose: will the player be able to teleport on the roof and fall out at the balcons, or not? See You Kornel
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zorius
Quake 2 Mapping Club
Posts: 103
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Post by zorius on Aug 20, 2004 10:38:12 GMT -5
Yes, HLR did a very good job here. Hope he decides to become a moderator, we could sure use him! Yes, I agree with it! he is very precise and conscientious!
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