Title: prototypical attempts to map Post by: fromhell on April 07, 2015, 08:10:38 AM Textures and look are completely rudimentary and will definitely be missing, i'm still figuring out a layout for this one. Not a pk3, no bots, just a bare BSP. Polishing stage to come much later.
The purpose of this file is feedback on layout as I am seriously trying to :( Title: Re: prototypical attempts to map Post by: Gig on April 07, 2015, 10:34:45 AM I like it! :)
One may think the overall shape is a bit strange (something between a pirate ship and the Millennium Falcon?), but that's cool. Maybe some eastern people did have such "petal-shaped" ships? However, that's nice! There are a couple of places where I feel the lack of a step/jumppad to reach the immediately upper floor, but probably that's stuff for a later stage of development... Just asking... some of its narrow corridors may become a problem in a crowded server, maybe? Title: Re: prototypical attempts to map Post by: Reticent on April 08, 2015, 06:00:51 PM I played around for about half an hour and overall I think the map is subpar. I have a bunch of screenshots of specific criticisms/suggestions here: http://imgur.com/a/Mp4dq
I hope you don't take it as me being harsh, I just want you to do something good with this map; I do think that the map has potential to be a fun, casual DM map (4-6 players). I wouldn't recommened it at all for 1v1 (even if you were to remove quad and add red armor/mega health), but I don't think you were aiming for that anyway. :) Title: Re: prototypical attempts to map Post by: fromhell on April 15, 2015, 01:02:30 AM Any critique is good critique no matter how harsh so thanks. My mapping skills are a 'tertiary' skill at best at a programmer art level (though compare oa_bases5 with this). Probably doesn't help I don't use any Radiant and can't bother to learn them since I grew on the Worldcrafthammer way of doing things back in 97 and couldn't start learning on qeradiant for q2 a year after and went to QuArK instead since, since that's like a worldcraft in Delphi (with a shitton of useless featurecreep that compromise the stability).
I've been fixing the layout according to many of those comments trying to improve the flow and size. The texture selection is upgraded to 'tolerable' (requires OACMP1), the useless storage room got axed, so did the useless hatch to nowhere, and some other layout changes. Unfortunately I didn't change any spawning points or entities yet since my focus was on improving the geometry. Given the layout i'm having a hard time with the mast positions and how i'd have sails (if they clip or not, or turn into slick sliders etc, though i don't want any blocky dm-kgalleon stuff going on). Might axe the back-to-front long jumppad when sails are added. "THELL DID I DO!!!" triggers a metal floor trap in the rooms connected under the stairs. and those traps just have YAs over them. i don't know what i'm doing really, just want to try a dumping trap idea somewhere. .map is provided for entity experimentation probably, but i wouldn't advise touching the geometry on that much since I map in QuArK which has a ton of 'helper' objects (like the curves which don't get mirrored properly and need manual fixing later) .ass and light is also provided though it looks a little dim (gamma/compensate got switched on) Title: Re: prototypical attempts to map Post by: Gig on April 16, 2015, 03:22:56 AM It looks like there is some problem with some shader... for some reason, the map crashes on my system:
Code: VM file cgame compiled to 1079730 bytes of code Update: If I set "r_fastky 1" (disable sky shader), I can play the map. Title: Re: prototypical attempts to map Post by: Gig on April 16, 2015, 04:15:54 AM Given a quick run (with r_fastsky 1)...
The map is nice, although the "work in progess" feeling is still high. :) In the attached files, you can find a couple of places where "invisible walls" (brush overlapping?) occur... and a place where the "boardwork" looks too much "2D" (while in other parts of the map, you placed a 3D border (extra brushes) around that "grate-like" flat brush, making it nicer). Nothing strange, considering the early stage of the map. ;) When playing with bots, I realized some health bonuses would be useful. :) Title: Re: prototypical attempts to map Post by: fromhell on April 16, 2015, 05:04:54 PM I map in QuArK which has a ton of 'helper' objects (like the curves which don't get mirrored properly and need manual fixing later) Title: Re: prototypical attempts to map Post by: Suicizer on April 17, 2015, 10:22:17 AM I map in QuArK which has a ton of 'helper' objects (like the curves which don't get mirrored properly and need manual fixing later) Can't you map in Blender =P? Title: Re: prototypical attempts to map Post by: grey matter on April 17, 2015, 10:53:03 AM Can't you map in Blender =P? Sort of; http://www.katsbits.com/tutorials/idtech/exporting-models-as-bsp-maps.phpTitle: Re: prototypical attempts to map Post by: Reticent on April 17, 2015, 03:31:24 PM I'm beginning to like this map. The obvious problems are ones you'll get to eventually (health/armor, cleaning up invisible walls). My main concern with the changes you've made is that now RG seems to be even more powerful; there are a lot of open spaces and it's beginning to feel like Vertical Vengeance in terms of vulnerability to long distance shots. I can't think of an immediate solution to that, I'll just have to see what you can come up with. Good changes overall.
P.S. The YA trap doesn't prevent people from jumping over the gap and getting YA without dying. I'm not sure if you really care about that but it's just something I noticed. Title: Re: prototypical attempts to map Post by: Suicizer on April 30, 2015, 12:39:23 PM Tried out to load the map in OA 0.8.8
Got a critical error which disabled continuing the map due certain shaders and vertices. Error shader_max_vertexes hit in fillcloudyskyside() Title: Re: prototypical attempts to map Post by: Gig on May 01, 2015, 01:37:00 AM Tried out to load the map in OA 0.8.8 Got a critical error which disabled continuing the map due certain shaders and vertices. Error shader_max_vertexes hit in fillcloudyskyside() . . . . It looks like there is some problem with some shader... for some reason, the map crashes on my system. [...] Update: If I set "r_fastky 1" (disable sky shader), I can play the map. ;) Title: Re: prototypical attempts to map Post by: fromhell on May 01, 2015, 01:56:16 AM Maybe scrolling skies and skybox entities (q3map2 trick) aren't a great idea. I changed it to a very simple lowres skybox anyway
Title: Re: prototypical attempts to map Post by: Suicizer on May 10, 2015, 05:52:50 AM Finally tried out the map (with r_fastsky 1);
It so far is a layout which flows quite well. at some points you do get stopped by jumppads or sharp corners; but that's editable. As it's seems like a deathmatch map, try to make it asymmetric. That makes it way more spicy to play as you aren't in the same situation at each side of the map (except things happen at the other side of your screen). The map feels too "jumpy" to me with the several jumppads added, while they also launch they player from 1 side to another without any pause within it. This makes you an easy target for any opponent as he knows where you are going to land. Keep in mind; jumppads are flow killers; at some point players are just sitting ducks ready to be shot while floating in the air (in cases of launching upwards only) and their landing area is nearly certain for opponents as you can't control your movement that much as you can with some stairs or a ramp for example. There is only the exception of CPMA physics which do let you have an insanely air control; but that's not where a regular map should aim at (neither being used as an excuse for using jumppads). The jumppad on the 2nd floor (the one in the middle) could be dropped and the 2 others could be made more powerful. |