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 bait ah...-sncymdm1 (sneak peak) 
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Joined: Mon May 10, 2010 4:42 pm
Posts: 76
 bait ah...-sncymdm1 (sneak peak)
[thumb]http://www.rave.ca/en/image/original/379326/[/thumb]


theres a hunk of map still not built, items and stuff.. it'll take some time i bet for you to figure out the tricks, ive factured quite a few jump pad swerve features for the pad nearedst the teleporter exit.

the trough near the bfg needs a river built into it and a waterfal.. so forgive the chunkyness of trying to get at the bfg.

ok file


Last edited by skinmaster on Sat Jun 12, 2010 7:34 pm, edited 5 times in total.



Fri Jun 11, 2010 12:08 am

Joined: Sat May 29, 2010 4:49 am
Posts: 32
 Re: screenie.
?


Fri Jun 11, 2010 12:25 am

Joined: Tue May 25, 2010 11:31 pm
Posts: 93
 Re: screenie.
Looks good! (Y) i like the itemSpawn-makers! <:


Fri Jun 11, 2010 3:36 am

Joined: Mon May 10, 2010 4:42 pm
Posts: 76
 Re: screenie.
learning the terrain system today if i can.. lol ive been positioning the rotations and scalings on ever facet of stone face manually creating pictures with the tiles..

thats an atom teleporter exit, three smaller versions of the main entity rotating around it on the three axis


Fri Jun 11, 2010 2:41 pm

Joined: Mon May 10, 2010 4:42 pm
Posts: 76
 Re: bait ah...-sncymdm1 (sneak peak)
okay new effects! triggerable shader entities.. weapon spawn color markers that change when the weapon is missing with starry and streaky effects(and wet zones-you get slowed down while picking up a weapon). Next is a few grenade jump buttons..

will have a new download ready in a few minutes.. making a aas now


Last edited by skinmaster on Sat Jun 12, 2010 4:42 pm, edited 1 time in total.



Sat Jun 12, 2010 3:47 pm

Joined: Mon May 10, 2010 4:42 pm
Posts: 76
 Re: bait ah...-sncymdm1 (sneak peak)
ok file


Sat Jun 12, 2010 4:40 pm

Joined: Mon May 31, 2010 8:45 pm
Posts: 142
 Re: bait ah...-sncymdm1 (sneak peak)
This certainly is one unique level.

The brushwork is pretty cool, but some of the smaller angles on the floor really seem to slow the player down. The stairs are a bit high and give you that jerky feel as you run up them, and you can kind of get hung up on a couple of the staircases that are clipped at an angle on the edges. The terrainwork is really neat and will make this map memorable.

The weapon markers are outstanding, but they kind of obscure which weapon they are actually marking, especially at a distance. This would be ok once you knew the map and where everything was though.

The jump distances between ledges, etc. feel really nice and it is obvious that you put a lot of thought into them.

There are some really interesting effects on this map and it shows that you have a master grasp of the q3 shader system. I did get a few errors when I dropped the console about missing shader stages and whatnot, which you should be able to fix easily enough.

There were obviously places that are unfinished or where you can fall through the level, but as you stated that this is a sneak peek, I'm pretty sure that you already know about these issues.

I can't really comment on the texture work as these types of maps aren't really my cup of tea. This is not your fault, I'm just personally not a fan of very colorful maps.

I hope none of this sounds too negative. It really is a very creative and unique map, and as we all know quake 3 has plenty of room for all kind of maps made (and played) by people of all different tastes. I hope you finish this map and want to wish you good luck in the competition.


Sat Jun 12, 2010 7:18 pm

Joined: Mon May 10, 2010 4:42 pm
Posts: 76
 Re: bait ah...-sncymdm1 (sneak peak)
which errors did appear in console for you?

and thanks.. im open to suggestions in the texture area..

the tree for example are still in a rough stage.. their coolor is a bit fir tree-ish :P

the weapon spawn markers are incomplete :D there is one set of images being used for all weapons, ive noticed how it obscured the view while standing in the zone, so theyre going to be modified and very likely the weapon icons will be embedded in them. I'm feeling for a complete replace of the marker rather than the color change which is the current effect.

ive noticed with the bots, the hot zone is the red armor area

seriously though, any ideas are welcome(light color ok? jump pad colors ok? effect layer colors ok?.. even open to ideas that are maybe though of as not possible... im thieving some ideas from wizard101.. triggerable rotating shields like i did in pn03 but different,, a protectable spot for when waiting on the lift. stand on the icon /activate spinning deflectors.

ps that was a fast light compile... iv removed all the old lights, and went with a sun spot.. it works better than the skybox code.. well.. for me. and playing.. yeah player models are hard to see a bit.. :D more work! yay! hehe--see attachment

-about the little edge in the flooring.. thats a advanced level of play.. they have flow purpose the longer you play the map, the more familiar those lines will become.. though, yeah.. have you any in particular you feel stood out the most? i have much time moving about in there... and some flow issues are only due to the missing parts.. others are refractive of those.. once the missing part creates the flow connection, the sort of tertiary issues/benifits will become visible..

Attachment:
Untitled-1.jpg
Untitled-1.jpg [ 95.23 KiB | Viewed 50805 times ]
addend- iv made the trim green glowing for everyones sighting/aiming tracking pleasure


Sat Jun 12, 2010 7:32 pm

Joined: Mon May 31, 2010 8:45 pm
Posts: 142
 Re: bait ah...-sncymdm1 (sneak peak)
The errors I found in the console were as follows:

textures/sncydm1/pgoff has lightmap but no lightmap stage. The same goes for the textures pgsa, bfgoff, bfgsa, rloff, rlsa. Those were the ones I found anyway.

I'm not familiar with this error but it doesn't sound very serious. Should be an easy fix even though. Sounds as if you just need to add a lightmap stage to your shaders, or possibly disable the lightmap?


Sun Jun 13, 2010 12:19 am

Joined: Mon May 10, 2010 4:42 pm
Posts: 76
 Re: bait ah...-sncymdm1 (sneak peak)
thanks.. i missed surfaceparm nolightmap for those..
:D you helped catch/solve one..

anything else?


Sun Jun 13, 2010 1:55 am

Joined: Sat May 29, 2010 3:17 pm
Posts: 210
 Re: bait ah...-sncymdm1 (sneak peak)
I guess a lot of trickjumpers/freestylers will like this map!
Go on, finish it and also post it on q3a.ath.cx!


Tue Jun 15, 2010 9:37 pm

Joined: Wed May 26, 2010 7:54 pm
Posts: 62
 Re: bait ah...-sncymdm1 (sneak peak)
Bliccer wrote:
I guess a lot of trickjumpers/freestylers will like this map!
Go on, finish it and also post it on q3a.ath.cx!


I've been telling him to make a freestyle map. xD He can make something super trippy.

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Sat Jun 19, 2010 3:33 pm

Joined: Mon May 10, 2010 4:42 pm
Posts: 76
 Re: bait ah...-sncymdm1 (sneak peak)
as it happens i began something completely new yesterday.

im trying to create a game within a game. something odd using grenade shooters and buttons and some fairy funky geo. this map afaik is on stand still until it gets some more constructive criticism regarding anything.. and until i inspire some more geometry into it...

Anthem.. :D potential on that.. this map is that... in some way. though your tricking thing.. very much interests me, im ideafying some potential trick jump modifyers, soo i will begin really playing with pushes and teleporters together.


Sat Jun 19, 2010 7:23 pm

Joined: Thu Jan 28, 2010 2:28 pm
Posts: 7
 Re: bait ah...-sncymdm1 (sneak peak)
shrooms... fuck yea!


Fri Mar 04, 2011 3:25 am
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