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 Storm3tourney9 - by StormShadow **FINAL** 
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Joined: Sat May 29, 2010 3:17 pm
Posts: 210
Post Re: Storm3tourney9 - by StormShadow
akm wrote:
Looks really nice, and I wouldn't worry too much about the visuals affecting gameplay.
Many players use low gfx settings, such as picmip 5-16.


Well, if we level-designer would consider this as default then we wouldn't add details at all...


Sat Jul 17, 2010 8:13 am
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Joined: Fri Jun 11, 2010 8:06 am
Posts: 71
Post Re: Storm3tourney9 - by StormShadow
Bliccer wrote:
Well, if we level-designer would consider this as default then we wouldn't add details at all...


Details and texturing still make a difference, even on higher picmips.


Sat Jul 17, 2010 8:51 am
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Joined: Tue Jun 22, 2010 2:15 am
Posts: 65
Post Re: Storm3tourney9 - by StormShadow
Progress:

Image


Sun Jul 18, 2010 1:32 pm
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Joined: Tue Jun 22, 2010 2:15 am
Posts: 65
Post Re: Storm3tourney9 - by StormShadow **BETA 1**
Beta 1:
http://www.justiningels.com/tmp/storm3tourney9_beta1.pk3

Notes:
-I will be replacing the teleporter models
-I'm aware that the architecture on top of the jump pad just outside of RA room is visible from main chamber - it's on my list.

Any and all other feedback is much appreciated!

Thanks in advance.


Sun Jul 25, 2010 7:59 pm
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Joined: Sun May 16, 2010 2:33 am
Posts: 52
Post Re: Storm3tourney9 - by StormShadow **BETA 1**
missing wires2_1 and wires1_2....

The megahealth area is really quite awesome, well done! Haven't had the chance to really play it here on my laptop though...


Sun Jul 25, 2010 9:31 pm
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Joined: Tue Jun 22, 2010 2:15 am
Posts: 65
Post Re: Storm3tourney9 - by StormShadow **BETA 1**
Damn mappacker...

Thx Kaz, I'll get those added.


Sun Jul 25, 2010 11:24 pm
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Joined: Mon Apr 26, 2010 4:49 pm
Posts: 221
Location: Somewhere near Berlin
Post Re: Storm3tourney9 - by StormShadow **BETA 1**
I gave the map a go this morning. I like it really much but it lacks some color; you could just look into http://lvlworld.com/review.php?id=1677 and take some ideas from this one. Generally I would say add some more blue/red pipes and also play a bit more with lighting.

Found a clipping issue (attachment).


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Mon Jul 26, 2010 9:06 am
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Joined: Fri Jun 11, 2010 8:06 am
Posts: 71
Post Re: Storm3tourney9 - by StormShadow **BETA 1**
cityy has already mentioned everything I was going to point out, so I'll just leave some
screens showing bugs/improvement suggestions. Nice work so far otherwise :)

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That's all for now, hope it helps.


Last edited by akm on Mon Jul 26, 2010 1:32 pm, edited 1 time in total.



Mon Jul 26, 2010 1:00 pm
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Joined: Thu Apr 29, 2010 2:40 pm
Posts: 68
Post Re: Storm3tourney9 - by StormShadow **BETA 1**
You are doing some serious QA there akm!


Mon Jul 26, 2010 1:08 pm
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Joined: Fri Jun 11, 2010 8:06 am
Posts: 71
Post Re: Storm3tourney9 - by StormShadow **BETA 1**
hipshot wrote:
You are doing some serious QA there akm!


Hehe :)

It's hard enough for us mappers to create maps, let alone test & debug.
I think we need all the help we can get to make awesome maps and keep
the community alive :D


Mon Jul 26, 2010 1:30 pm
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Joined: Sat May 29, 2010 3:17 pm
Posts: 210
Post Re: Storm3tourney9 - by StormShadow **BETA 1**
Yeah. Thumbs up for your tests, akm. I love ALL the work you did so far and hopefully will do =) (also for our map then :D)

But there is also one misaligned texture right behind the LG. The light underneath...
What I really dislike in this map is the sky. You can't rocketjump from some floors. Always bounce against the skybrush. Perhaps higher it a bit.

I love the jumppad at the mh, though!


Mon Jul 26, 2010 3:48 pm
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Joined: Tue Jun 22, 2010 2:15 am
Posts: 65
Post Re: Storm3tourney9 - by StormShadow **BETA 1**
@cityy - thx for comments. I've actually played Yogi's map and was really put off by the intense colors and lighting. I'm going for a cold/frozen effect and I will probably not be adding a ton of color. I may add a bit more color, or tweak the lights - but rest assured my map will not be super colorful and bright. That's just not my style.

@akm - now that's what I call feedback! Great eye. I owe you a beer.

Bliccer - thx for feedback as well. I can raise the clip brush on the ceiling a bit, but if I let ppl get up too high, it exposes the top of the map which is caulked and it will look wierd. I will play around and see what I can do, but if I raise the roof, it wont be much.

Thanks all.


Thu Jul 29, 2010 4:37 pm
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Joined: Tue Jun 22, 2010 2:15 am
Posts: 65
Post Re: Storm3tourney9 - by StormShadow **BETA 1**
***FINAL***

Storm3tourney9: Arctica

1v1 - 2v2 - FFA

Image

Download:
http://www.justiningels.com/tmp/storm3tourney9.zip

Thanks to everyone who helped me out in this process, and good luck to all of my fellow competitors!


Wed Aug 04, 2010 1:50 am
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Joined: Sat May 29, 2010 3:17 pm
Posts: 210
Post Re: Storm3tourney9 - by StormShadow **FINAL**
Great map!
But maybe you want to fix some issues:

- Jumppads: All jumppads seem to be too low and are feeling odd. Maybe you could raise the target_position 8 units or 12, and pull it a bit more forward.

- Iceledge: Very strange. It doesn't work. Perhaps you could extend it some units? From one side I always bump against the patch. That's a strange bug in q3, that you always get stuck if you come between a patch and a brush. You don't have this error if you use brushes instead of a patch... Watch the demo =)

Slide.dm_68


Tue Aug 10, 2010 9:45 am
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Joined: Tue Jun 22, 2010 2:15 am
Posts: 65
Post Re: Storm3tourney9 - by StormShadow **FINAL**
Jump pads will be corrected.

The iceledge works - but not as well as I would like. I definitely agree that it feels a little clunky. I will try to get it smoothed out for final!

Thanks for demo.


Wed Aug 11, 2010 10:11 pm
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