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 knc_dm1 - kaffeewunder - final 
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Joined: Sat May 29, 2010 3:17 pm
Posts: 210
Post Re: knc_dm1 - kaffeewunder
I like this map more than your last one. But in my opinion the textures are too "clean". And still, the terrain is too edgy. Use Phongshading. And overall the map is WAY too dark! I would love to see some lightbulbs and lightsources, especially in the "cave".

First of all, there are too many missing textures, could you please reupload a pk3 which includes everything?

missingtexs

I hope you will replace those grey plain textures? Furthermore in plain1 the brushes seem to be misaligned?
plain1
plain2

I guess you will add some fancy stuff here, so everybody recognizes that this is a teleporter? And I don't like that there are also brushes having the same texture like the teleporter... wanted to walk into some, but dodged against regular brushes.
tele

Missing textures and not finished I guess :D?
missing
missing2

Missing Clip? Overall it seems that you forgot to add a lot of clips! Like the stairs.
clip1
clip2(stair)

Is there any other way to get upstairs?
hard to get up

Got stuck here. Misplaced clip? Or no clip at all?
stuck

Clip this part, or you always jump against the top level if you use the jumppad.
clip

Don't know what happened here?
strange shadow

Texture in wall?
in wall

Again texture in texture?
tit

The brushes on the left of this staircase are misaligned.
through wall

Looks like cut up... doesn't fit.
cut

I hope you will change the way to the megahealth and the door itself.
mh


Sun Jun 20, 2010 9:37 pm
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Joined: Thu May 06, 2010 2:01 pm
Posts: 47
Post Re: knc_dm1 - kaffeewunder
Yo thx bliccer for this huge list. =)
i should have better mentioned it before, this release was just to test the itemlayout. But besides that i will push within the next days maybe more than an early alpha. had not much time lately, the reason why so many textures missing is coz q3map2 wrote a shaderfile for the map, since i didnt use any lightstyles i didnt take thought bout that posibility. i should read logs. ;>
So ill add here later the link just for you with the missing shader. =)
otherwise you can wait till next release, should be this week.


Mon Jun 28, 2010 9:17 am
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Joined: Thu May 06, 2010 2:01 pm
Posts: 47
Post Re: knc_dm1 - kaffeewunder
oh the SS for the week

i finalized the buildings in the court. and added a "tower"
Image

i also added some details, in the tunnels.
Image

these will later be open and closed windows, so that you actually can see if it is a door a teleporter or... a window :)
Image

another tunnel.
Image


Mon Jun 28, 2010 9:23 am
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Joined: Sun Apr 25, 2010 2:03 pm
Posts: 68
Post Re: knc_dm1 - kaffeewunder
Dude, in SketchUp it does not look like Q3 anymore but like Q4 XDXDXD.

Nice work


Tue Jun 29, 2010 11:40 am
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Joined: Thu May 06, 2010 2:01 pm
Posts: 47
Post Re: knc_dm1 - kaffeewunder
so i am very late, had no time at all (lol) so only one editorshot

Image


Mon Jul 05, 2010 1:44 pm
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Joined: Mon May 03, 2010 3:11 am
Posts: 119
Post Re: knc_dm1 - kaffeewunder
wtf, I cant download because I'm in SE Asia!!!! Stupid free file hosting.


Mon Jul 05, 2010 2:00 pm
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Joined: Thu May 06, 2010 2:01 pm
Posts: 47
Post Re: knc_dm1 - kaffeewunder
so again had not much time, so here is now a "early" beta ( besides one door u will see, every texture should be included (lolo:|).

-still items have to be balanced
-texturesalligment
-reduce filesize
-shaders
-clipping(!!)
-sounds
-ambient effects
-lighting
-effects

here 2 links with the map,

http://www.megaupload.com/?d=RBP2WX1D
http://www.divshare.com/download/11960980-746

so here some shots,

Image
Image
Image
Image
Image
Image

hf with the map o/


Sun Jul 11, 2010 3:32 am
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Joined: Thu Apr 29, 2010 2:40 pm
Posts: 68
Post Re: knc_dm1 - kaffeewunder
This is another level where I can't recognize the textures, where are they from? Self made?


Sun Jul 11, 2010 7:53 am
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Joined: Thu May 06, 2010 2:01 pm
Posts: 47
Post Re: knc_dm1 - kaffeewunder
Yes they´re made with Google Sketchup, just made a model and baked it with a plugin (idxrenditioner).


Sun Jul 11, 2010 2:52 pm
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Joined: Sun Apr 25, 2010 2:03 pm
Posts: 68
Post Re: knc_dm1 - kaffeewunder
Ok, as far as I can say, you have a very interesting texture-theme, also as I allready said it really looks very modern and detailed almost Quake4-/Doom3-ish.
You have lots of textures in there so your main problem will be to align them so they look good as a whole.

Ok, gave it a run and found some little problems:
1. There are two brushes overlaying each other at the right-corner of the MH-Niche.
2. The window/door behind the MH (glass) is not cliped yoou can get stuck in it.
3. The corner in the outer-area, where the Building connects with the rocks ( when standing at the RA its the far-left corner) is not cliped and you can get really stuck in there.
4. The Jumppads are too subtile, generic player will have to run arround long time till he finds out that those two thingies are the jumppad.

Btw, the Weapon/Armor platforms are funny :).

Peace


Sun Jul 11, 2010 4:59 pm
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Joined: Thu May 06, 2010 2:01 pm
Posts: 47
Post Re: knc_dm1 - kaffeewunder
Thx so far.
It was planned to look q4\d3ish. so i am happy. Ye, as i wrote i have to add some effects. they´re still many things to do. shaderwise especially. I will add at the jumppads some effects to make it clear, that you should jump up on it(something like a glowing arrow). =)
yeah models and clipping...
but thx, ill hope no clipbrushes missing until the next release.


Sun Jul 11, 2010 8:53 pm
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Joined: Fri Jun 11, 2010 8:06 am
Posts: 71
Post Re: knc_dm1 - kaffeewunder
When I took a look at this, the first thing I thought of was Doom3 :)

I'm really amazed you've done all this and the textures in Sketchup.
I've never seen anything like it, nice work :)

Only problem is my machine can't handle the map, (yes, it's an old PC).
Is there a caulk hull, or is it just that the whole map is one single model?


Tue Jul 13, 2010 5:54 am
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Joined: Sat May 29, 2010 3:17 pm
Posts: 210
Post Re: knc_dm1 - kaffeewunder
Still there are missing texs:

missingtexs

And here is a light in the brush

overlapping

And yes... your jumppads must be bigger.


Tue Jul 13, 2010 11:21 pm
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Joined: Fri Apr 23, 2010 2:11 pm
Posts: 60
Post Re: knc_dm1 - kaffeewunder
this map is looking cool. i like your May 07 screenshots. this map reminds me of the quake4 ctf map. could be bad because of too much detail, as i mention in my previous posts on the other maps in this competition. again, that's just me though.;


Fri Jul 16, 2010 12:18 am
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Joined: Thu May 06, 2010 2:01 pm
Posts: 47
Post Re: knc_dm1 - kaffeewunder
Ye well, its quite annoying to work with sketchup, althoug if its handy it would make much more sense to get comfortable with some standarized tools(like blender).
There 2 problems, first of all the resolution of some textures were quite large due the limitid export options of sketchup. so now i rescaled them and changed the general resolution. At the Mainatrium r_speeds quite high (~25-30k). i increased allready the _lightmapscale to gain some fps.)


So not much happend, changed 1 or 2 parts, added the models for the sponsorimages, added some deco. the map is now really "colorfull" :>, still have to tune lightning :| I really would like to make some new decend jumppad, but have absolutly no clue. so ill stick to it, but a bit larger, and again i added some "color". so here some screenshots, and a new beta.
i wont change much anymore, only itembalancing is now important. i changed the itemplacment also, and still will retuxter some parts:

here the downloadlink :

DivShare File - knc_dm1.pk3

and screenshots :

Image

Image

Image

Image

Image


Sun Jul 18, 2010 2:13 am
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