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 Carved grounds - by g0th and bernd 'bliccer' macht 
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Joined: Mon Apr 26, 2010 4:49 pm
Posts: 221
Location: Somewhere near Berlin
Post Re: unnamed - Vilhelm 'g0th' Flohr and bernd 'bliccer' macht
Alright partyheads, nice map you got there!

Some things:

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Scale the yellow/greay metal texture down so it fits the normal metal texture.

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This board needs clipping.

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This edge should be filled somehow.

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This path felt too small - I often fell down there because I had too much momentum to change the direction.

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Item marker looks weird on the fence texture.

---

About item balance:
I feel like the RA is too close to the MH, it's basically just a drop down. I don't really know where to place it since you can basically access every part of the map from the RA.. I think it would be good to find a new location for it.

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Thu Jul 29, 2010 9:38 am
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Joined: Sat May 29, 2010 3:17 pm
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Post Re: unnamed - Vilhelm 'g0th' Flohr and bernd 'bliccer' macht
cityy wrote:
Image
This edge should be filled somehow.

Image
This path felt too small - I often fell down there because I had too much momentum to change the direction.


Well saved everything. The edge thing: I wanted to add some electricity generator, giving the lights the needed power.
And for the ledge: Why too small? I mean you have a big fence next to it, you can easily walk onto.

In the first version we had YA instead of RA. Perhaps we should go back to this.

Thanks, so far =)


Thu Jul 29, 2010 12:55 pm
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Joined: Fri Jun 11, 2010 8:06 am
Posts: 71
Post Re: unnamed - Vilhelm 'g0th' Flohr and bernd 'bliccer' macht
Ok, a few things kinda bug me about this..

:: Some of the walkways/routes are too narrow.
:: Lighting seems strange, kind of flat and washed out in many areas. Maybe a -light switch or something?
:: I personally think there are too many different coloured light sources, white/blue/yellow/skylight. I'd cut that down a little, maybe white/blue/sky?
:: Textures.. IMO, there's not a solid style or theme for them, too many different styles are used.
:: It seems are though many textures also have the wrong scale, some look huge in places.
:: EDIT: forgot to say: Are the no ambient sounds? I don't remember hearing any.

A few examples..

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Sorry if some of those have already been mentioned.

On the plus side, the rockwork is really nice :)


Last edited by akm on Thu Jul 29, 2010 2:43 pm, edited 1 time in total.



Thu Jul 29, 2010 2:09 pm
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Joined: Wed May 05, 2010 1:27 pm
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Post Re: unnamed - Vilhelm 'g0th' Flohr and bernd 'bliccer' macht
Akm you are titan of work o_O, why you are not active at q3w? Beside what was mentioned already, I hope that current lightning is only for fist build :)? No no for ambient lightning, as it looks very bad =P. I love the rocks! :)


Thu Jul 29, 2010 2:21 pm
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Joined: Fri Jun 11, 2010 8:06 am
Posts: 71
Post Re: unnamed - Vilhelm 'g0th' Flohr and bernd 'bliccer' macht
er, not sure really. This seemed like the most active place to be :)

I'm usually fairly busy on my own maps too ;/


Thu Jul 29, 2010 2:34 pm
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Joined: Sat May 29, 2010 3:17 pm
Posts: 210
Post Re: unnamed - Vilhelm 'g0th' Flohr and bernd 'bliccer' macht
Well, thank you for the test.
Lighting: As my maplink states: It's an alpha and right beneath the texture it says that this alpha has been compiled with _minlight 12.

Sounds: If we have time we maybe add some. But first things first.

We've already changed some lights to reduce the differency; we deleted one wall to make the way more open.

The yellow light still fits as weaponspawn, though, I think.

Which textures you think are scaled too big?
Personally I like the textures. maybe, because I've worked with them one week constantly now. Another tester said, the textures are fiting but there are too many different geometries in one view. Like triangles and squares plus horizontal and vertical. Well... I guess we will have to retexture a lot.


Thu Jul 29, 2010 5:07 pm
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Joined: Fri Jun 11, 2010 8:06 am
Posts: 71
Post Re: unnamed - Vilhelm 'g0th' Flohr and bernd 'bliccer' macht
Bliccer wrote:
Which textures you think are scaled too big?



Examples:

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Thu Jul 29, 2010 6:31 pm
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Posts: 210
Post g0bli final beta
Here is the final beta (the pk3 is in the zip file). We go from prealpha to last beta... actually we wanted to have a final product, though :D
There is too much to say what we changed so I won't put that down here.
Gameplaychanges: 1 new teleporter, exchanged railgun with GL, YA instead of RA.
There are bots included (not the best... don't know why they don't use the small jumppads)
Have Fun and comment!

g0bli_beta

Most important question: Why do the plants not cast any shadows? Lightmapscale on terrain is set. Also shader has surfaceparm alphashadow.


Tue Aug 03, 2010 5:07 am
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Joined: Sat May 29, 2010 3:17 pm
Posts: 210
Post Re: unnamed - Vilhelm 'g0th' Flohr and bernd 'bliccer' macht
Alright,
here is our final version:

gobl_tourney1 aka Carved Grounds:
gobl_tourney1.pk3

@Maverick: please re-down/upload that version =)
Thanks for the competition!


Wed Aug 04, 2010 5:09 am
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Post Re: Carved grounds - by g0th and bernd 'bliccer' macht
some screens of the latest build


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Fri Aug 06, 2010 4:37 pm
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Post Re: Carved grounds - by g0th and bernd 'bliccer' macht
Please tell me if the light just looks plain or too bright, now...
What you think about the light in the transition between terrain/floor at the big jumppad?
What you think about the stairs at the YA?

gobl_tourney1_edit.pk3


Mon Aug 09, 2010 10:29 pm
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Joined: Sat May 29, 2010 3:17 pm
Posts: 210
Post Re: Carved grounds - by g0th and bernd 'bliccer' macht
This edit version above is not the final final...
Haven't had time to do any new compile tests the last few days.

@Maverick: I will try to get the real final done today. Aren't you away, anyway? :D


Fri Aug 13, 2010 12:10 pm
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Joined: Sat May 29, 2010 3:17 pm
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Post Re: Carved grounds - by g0th and bernd 'bliccer' macht
So here is our FINAL FINAL FINAL version of our map :D

gobl_tourney1.zip

Differences to mappack version:
- fixed terrain
- clipped a lot of stuff
- added stairs at YA
- highered slightly overall brightness of lights

And btw:

http://planetquake.gamespy.com/fullstory.php?id=163167
http://www.celephais.net/board/view_thread.php?id=60449


Sun Aug 15, 2010 2:45 pm
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Joined: Wed May 26, 2010 7:54 pm
Posts: 62
Post Re: Carved grounds - by g0th and bernd 'bliccer' macht
I saw these. :D Lol at the idiot who is like: WOW THESE MAPS SUCK, SHOULD MAKE MORE SINGLE PLAYER MAPS.

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Sun Aug 15, 2010 4:02 pm
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