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OpenArena Contributions => Maps => Topic started by: Neon_Knight on November 02, 2008, 09:05:11 pm



Title: q3dm6ish v3: Castlegrounds (plus CTF version)
Post by: Neon_Knight on November 02, 2008, 09:05:11 pm
I've rethought of this, and decided to redo them from scratch as well. The original q3dm6ish had many BSP errors, and I've fixed these. However, the maps are just "stretched-up" versions, and I wasn't too pleased with them.

Quote
Well, I was working in this since TRaK's textures have been removed, but I stopped until the final decision was made. Now, with 0.8.1 and the SP idea, I've finished the retexturing of this map, almost based on the work I had on am_galmevish, and this is the "final" work. Hope you like it. ^^

The name Castlegrounds come from the mix of Sago's Castle and Campgrounds. In my SP, this map is the place of the final battle against TiMaster, at TiMaster's Fortress on Planet Sago -yes, that's the name of the planet :P- where Sago's Castle -now TiMaster's Fortress- is. ^^

Below are the old versions, available for download.

Quote
Main changes:
- Texture replacement
- Jump platform changed
- All items now are on the floor
- Most info_player_start/deathmatch are on the floor also
- Changed name of the map from "q3dm6ish by aardappel" to "Castlegrounds by aardappel and Armageddon_Man" ^^

EDIT: New version w/screens here.

Changes:
- Tried to optimize geometry (and got a BSP hole as a prize -.-)
- New lightning
- Retexturized trims and jump platforms.

EDIT2: New version. Fully clipped, hinted, fixed, patched, and with redone stairs. ^^ Here are the screenshots:

EDIT3: New direct link, thanks to onykage. Hope you like it. :)

EDIT4: Map comes back. :D Main changes are that it's now half of the CTF map, so it implies all of the changes made to bases and middle area, plus white lights instead of colored ones. (I took the red side) Also, I've added a bit of detail, and changed almost all weapon & item placement. The only item which remains in its original place is Quad Damage. (b1)

EDIT5: Map scaled 2x. (b2)

EDIT6: Fixed stair bug after scaling. (b3)

* Weapons: Shotgun, Grenade Launcher, Rocket Launcher x2, Lightning Gun, Railgun and Plasma Gun.
* Items: Quad Damage & Yellow Armor,  Megahealth, Red Armor, and the obvious ones. (Shards, Mid-Large health)
* Gametypes: FFA, TDM, 1on1, Elimination, LMS.

(http://img163.imageshack.us/img163/7125/shot0008re.th.jpg) (http://img163.imageshack.us/i/shot0008re.jpg/) (http://img11.imageshack.us/img11/305/shot0009jf.th.jpg) (http://img11.imageshack.us/i/shot0009jf.jpg/) (http://img830.imageshack.us/img830/2746/shot0010u.th.jpg) (http://img830.imageshack.us/i/shot0010u.jpg/) (http://img21.imageshack.us/img21/1241/shot0011o.th.jpg) (http://img21.imageshack.us/i/shot0011o.jpg/) (http://img40.imageshack.us/img40/7857/shot0013cb.th.jpg) (http://img40.imageshack.us/i/shot0013cb.jpg/) (http://img171.imageshack.us/img171/258/shot0015bc.th.jpg) (http://img171.imageshack.us/i/shot0015bc.jpg/) (http://img163.imageshack.us/img163/1512/shot0016r.th.jpg) (http://img163.imageshack.us/i/shot0016r.jpg/) (http://img228.imageshack.us/img228/1936/shot0017c.th.jpg) (http://img228.imageshack.us/i/shot0017c.jpg/)

Current version: g1
Download (http://www.onykage.com/files/armageddonman/published/reworks/q3dm6ishv3-bb2.pk3)


CTF version coming soon...


Title: Re: q3dm6ish v3: Castlegrounds
Post by: PsYthe on November 02, 2008, 09:44:29 pm
Looking at the screenshots (I played this ingame too)

Screenshot 1's general area is pretty dark, otherwise good

Screenshot 2 shows the edges of the floor that is raised up (Is this called a trim?), I don't like the texture that is used, it kinda doesn't fit in well. I think that's a gothic_block texture, I would recommend a gothic_floor or other sort of good texture...

Same with screenshot 3, trimming doesn't look very good


I saw some z-fighting (overlapping brushes) on one wall, one of the metal lines going around the walls.

In the center area (as in screenshot 3), if you go into the corner of the bottom floor (rightmost on the screenshot), it does something weird. Donno why.

I also suggest making the jump pads red (to go along with all those red lights) or using a different texture...



Aside from problems, it looks much better than V1 and better than V2. A good theme for its type. Great job


Title: Re: q3dm6ish v3: Castlegrounds
Post by: Neon_Knight on November 02, 2008, 09:46:46 pm
Yes, that texture was a pain in the ass and I didn't know on how to replace it.
I will replace it later.


Title: Re: q3dm6ish v3: Castlegrounds
Post by: fromhell on November 02, 2008, 11:11:34 pm
A brighter sky would be a good idea.


Title: New version of q3dm6ish v3
Post by: Neon_Knight on November 03, 2008, 09:35:34 pm
Brighter sky as day? asd
Anyway, I attach a new version. I tried to reduce geometry and replaced the old trim with a new one, but I'm not convinced with the result. :/
Before someone says it, yes, there's a HoM at one of the stairs. -.-

Changes:
- Tried to optimize geometry (and got a BSP hole as a prize -.-)
- New lightning
- Retexturized trims and jump platforms.

I hate this map now. ¬¬


Title: Re: q3dm6ish v3: Castlegrounds
Post by: cosmo on November 04, 2008, 03:09:00 am
Besides the things PsiScythe mentioned I found the lightning difficult as it looks way too bright and boring with no shading. Contrast of shadows is too high too. How many bounces did you do on -light stage?

Trims are better now but there are still a few issues.

I never liked any version of q3dm6ish as it's size is unproportional compared to the original. The whole map should be twice as high. There are no patch meshes and the whole thing feels claustrophic. ;)


Title: Re: q3dm6ish v3: Castlegrounds
Post by: Neon_Knight on November 04, 2008, 04:42:48 am
Well, AFAIK the idea wasn't to make it like the original one.
I've got an idea for the stairs to delete HoMs, but I'll implement it tonight.
Also, I think I'll do the entire weapon placement again. -.-

(Don't fear, I won't include Nailgun, besides I'm a "Nailgun fan" :D)


Title: Re: q3dm6ish v3: Castlegrounds
Post by: Neon_Knight on November 08, 2008, 09:46:33 am
Updated map, I'll be posting screenshots later.
Redone stairs, clipping, hinting and caulking also are done.


Title: q3dm6ish v3: Updated link
Post by: Neon_Knight on November 24, 2008, 06:56:09 am
New direct link. Thanks, of course, to onykage. ^^


Title: q3dm6ish CTF version - Ready, please feedback
Post by: Neon_Knight on December 07, 2008, 06:22:07 am
I've uploaded CTF version of this map. Hope you like it, and please, comment and feedback. ^^


Title: q3dm6ish-ctf updated
Post by: Neon_Knight on December 12, 2008, 03:25:31 pm
Updated CTF version, this is almost final. For final to be, comment, please. :) Once I've finished with CTF version, I'll improve DM one.

Changes:
- Redone all ceilings. Removed center ceiling.
- Remade flag bases. I forgot to include a texture which isn't with the game.


Title: Suggestions? (q3dm6ish-ctf)
Post by: Neon_Knight on December 16, 2008, 04:44:27 pm
I want to finish this map. Any suggestions before I commit it?
I'm working on the CTF version, after I finish it, I'll do the DM part based on half of the map.


Title: Re: q3dm6ish v3: Castlegrounds (Plus CTF version)
Post by: PsYthe on December 16, 2008, 05:55:40 pm
Awesome, looks like a fun layout for ctf. Good.

I don't like how some jump pads are launch pad textures (I think the ones in the center are launch pads), it doesn't make much sense to me. Also, the flag podium/base/whatever's don't look good imo. The texture seems odd.

And are you using -vis compiles for your maps? galmevish and this one both draw EVERYTHING in the screen (r_showtris 1) instead of just what you can see. Gives a low fps. I think the -vis part fixes that.

Other than that stuff I really like it.


Title: Re: q3dm6ish v3: Castlegrounds (Plus CTF version)
Post by: Neon_Knight on December 16, 2008, 05:59:39 pm
Yes, center ones are launchpads. I guess I'll make some more colors and shaders for that class of jumppad textures, now that I have all source textures of the SVN.
I'll use normal settings with all of my maps. I need to learn more on q3map2:

Code:
"C:\Archivos de programa\GtkRadiant 1.5.0\q3map2.exe" -fs_basepath "F:\OpenArena" -fs_game "baseoa" -game "oa" "F:\OpenArena\baseoa\maps\q3dm6ish-ctf.map"
"C:\Archivos de programa\GtkRadiant 1.5.0\q3map2.exe" -fs_basepath "F:\OpenArena" -fs_game "baseoa" -game "oa" -vis "F:\OpenArena\baseoa\maps\q3dm6ish-ctf.map"
"C:\Archivos de programa\GtkRadiant 1.5.0\q3map2.exe" -fs_basepath "F:\OpenArena" -fs_game "baseoa" -game "oa" -light -v "F:\OpenArena\baseoa\maps\q3dm6ish-ctf.map"
"C:\Archivos de programa\GtkRadiant 1.5.0\bspc.exe" -bsp2aas "F:\OpenArena\baseoa\maps\q3dm6ish-ctf.bsp"

EDIT: It seems like jumppad textures weren't with the sourced ones. I guess I'll have to replace them with other ones.
Ah, and with the flag base, I used a pentagram one, but I thought it was included with OA, and it wasn't.


Title: Re: q3dm6ish v3: Castlegrounds (Plus CTF version)
Post by: feLiZ_naVidAD on December 16, 2008, 06:27:26 pm
Nice!!
dm6ish has been one of the maps i always vote on servers v3 looks nice!

And im eager to play the cft... It looks like is going to be great!!!

(I tried both with bots :))


PD: Im desingning some map inspired in dm6 too now (just inspired, not a remake) but mine is even far from alpha state :)


Title: Re: q3dm6ish v3: Castlegrounds (Plus CTF version)
Post by: Cacatoes on December 22, 2008, 10:42:53 am
I have several dark areas when playing it with vertex lightning.
I know from OA's standards, working with vertex is a bonus, but maybe there is something simple to do to solve it.

Here is a screenshot : http://download.tuxfamily.org/openarena/files/screenshots/c/shot0000.tga


Title: q3dm6ish-ctf NV
Post by: Neon_Knight on December 22, 2008, 01:13:19 pm
Uploaded new version of CTF one. Also updated screenshots, as always. :P

Cacatoes I haven't saw your image yet, anyways, I thought vertex lighting was removed from 0.8.0, so I've compiled it with lightmaps in mind.

BTW, which version do you have played? DM or CTF? Because I'm working a lot ATM with CTF version, after I finish it, I'll do the DM one.


Title: Re: q3dm6ish v3: Castlegrounds (Plus CTF version)
Post by: Cacatoes on December 22, 2008, 01:43:16 pm
That was the DM one, and I forgot to say : CTF version doesn't have this problem, but maybe it looks a bit weird, I should test them with normal lightning.


Title: Re: q3dm6ish v3: Castlegrounds (Plus CTF version)
Post by: Neon_Knight on December 22, 2008, 01:50:53 pm
When I finish CTF version, I'll do DM one from one of the bases.


Title: Re: q3dm6ish v3: Castlegrounds (Plus CTF version)
Post by: Neon_Knight on December 26, 2008, 04:01:04 pm
Uploading new version... DONT DOWNLOAD NOTHING UNTIL I SAY!!!

- Stairs in flag bases and flag base bridge have been changed. Stair between flag level and RL level has been enlarged, so there isn't now the stucking problem. Same with the other stair, from bottom floor to flag level, except this one is narrow. Also redone is the bridge, a bit narrowed, so you can't get to Railgun by jumping from the bridge. You have to get to Railgun from the jump platform. Also, some brushes have been deleted and redone.

EDIT: I almost forgot it, so I'm recompiling with this new change:
- Ceiling raised.


Title: Re: q3dm6ish v3: Castlegrounds (Plus CTF version)
Post by: Neon_Knight on December 26, 2008, 06:39:09 pm
Uploaded map, you can download it from the link at the first post.
Caca should be uploading this version soon.

Screenshots are uploading now.

EDIT: I forgot to change a light in blue base. I'll do that later.


Title: Re: q3dm6ish v3: Castlegrounds (Plus CTF version)
Post by: Cacatoes on December 26, 2008, 07:59:22 pm
Could you check the zip file of your CTF version ?

md5sum: 325adc363c097ee02bd0d8e5b434c397  q3dm6ish-ctf.zip
Length: 1,555,711 (1.5M) [application/zip]

Maybe it got uploaded wrong, I got some error when unzipping.


Title: Re: q3dm6ish v3: Castlegrounds (Plus CTF version)
Post by: Neon_Knight on December 26, 2008, 08:00:46 pm
Crap -.-
Reuploading file. I'll check the others as well...


Title: Re: q3dm6ish v3: Castlegrounds (Plus CTF version)
Post by: Neon_Knight on December 26, 2008, 08:15:25 pm
Try now.


Title: Re: q3dm6ish v3: Castlegrounds (Plus CTF version)
Post by: Neon_Knight on January 05, 2009, 10:47:39 am
New version with changes, coming soon...

- Fixed a blue light misplaced at red base. It'll be red light now.
- Fixed stairs. Long stair from flag level to LG is wider. Also, I've replaced white brick textures with other in all stair slopes. I've removed some walls in the stair which goes from Shotgun to Flag level.
- Added some windows and doors. Just aesthetic changes.
- Compiled map with -scale 1.33
- Rehinted the map, with what I've learnt by hinting Hydronex2. I hope it won't draw the entire map again... -.-

EDIT: Forget about the hint, I don't know how to hint it. -.-


Title: Re: q3dm6ish v3: Castlegrounds (Plus CTF version)
Post by: andrewj on January 06, 2009, 07:22:58 pm
[deleted comments about an obsolete map]


Title: Re: q3dm6ish v3: Castlegrounds (Plus CTF version)
Post by: Neon_Knight on January 06, 2009, 07:29:39 pm
Ehrm... I guess I should delete the link to DM version until I finish CTF one, that's the version I'm currently working. :D

EDIT: Deleted link to DM version. -.- I'll be doing DM one from half of the CTF map.


Title: Re: q3dm6ish v3: Castlegrounds (CTF version - Read before posting ¬¬)
Post by: [uM]Cyberdemon on January 16, 2009, 09:51:57 am
may i upload this awesome map to the ultramaim server. it's really great!!!

or do i have to wait till the map is definately finished??


Title: Re: q3dm6ish v3: Castlegrounds (CTF version - Read before posting ¬¬)
Post by: Neon_Knight on January 16, 2009, 10:10:04 am
I'll suggest the second.
But if you can put the map, so I can have some more feedback, you're welcome to do that.


Title: Re: q3dm6ish v3: Castlegrounds (CTF version - Read before posting ¬¬)
Post by: [uM]Cyberdemon on January 16, 2009, 12:59:32 pm
perfect!! it's up tomorrow i think


it's on:                     78.47.72.12:27979 [ULTRAMAIM.DE]NEONKN8


Title: Re: q3dm6ish v3: Castlegrounds (CTF version - Read before posting ¬¬)
Post by: Neon_Knight on January 16, 2009, 04:23:53 pm
Oh, thanks for the honor. ;D


Title: Re: q3dm6ish v3: Castlegrounds (CTF version - Read before posting ¬¬)
Post by: christooss on January 16, 2009, 06:13:41 pm
http://dl.getdropbox.com/u/45675/shot0054.jpg

This stairs look wierd. imho to dark. But when playing on server they look errorish :)



Title: Re: q3dm6ish v3: Castlegrounds (CTF version - Read before posting ¬¬)
Post by: Neon_Knight on January 16, 2009, 06:57:08 pm
I don't see what's the error, even in full detail & fullbright mode. :/
Something I've found at fullbright mode is texture misalignment, one of the things that will be corrected in the next one. :/

And I need to learn on how to hint in order to make the map play well. -.-


Title: q3dm6ishv3 quick DM version
Post by: Neon_Knight on January 18, 2009, 10:18:56 am
I've made a quick DM version of q3dm6ishv3. It's basically half of CTF version (I took red side for it, flags and jumppads weren't modified since the only flags available there were red and blue) with white lights.

Weapon & item placement changes A LOT from the original q3dm6ish. I've tried to make it dynamic, so ammo boxes aren't near their respective weapons. (Or require an extra effort to got ammo after getting weapon) I've put some health and armor shards there, and the only thing kept as it is from q3dm6ish was Quad at middle area.

You can find at it: Grenade, Rocket, Plasma, Railgun, Shotgun.

I think it's ready to go. The only thing to do is my weakest point which prevents me to complete my maps since I've read all tutorials there and there, and I was getting more confused with them... -.- it's called Hinting.

To avoid confusion with older versions of q3dm6ishv3, it will be called q3dm6ishv3-b1. You can find the download link, as always, at the first post.


Title: Re: q3dm6ish v3: Castlegrounds (plus CTF version)
Post by: Udi on January 21, 2009, 09:14:15 am
How about heightening the ceiling of all rooms, so basically increasing the map vertically? It feels so claustrophobic and tiny like the Q1 conversion maps. In Quake3 the map looks like a cathedral of blood, huge and majestical. But this map feels like a low budget flat of some left handed butcher. The jumppads in the quad room and in the gold armor room are useless, because you can rocketjump instead of using them. With this set of textures it's finally getting close the it's best, so thank you for your efforts, but I think you should raise the ceiling to make it the glorious castle of TiMaster in which you feel inferior and lost :) .


Title: Re: q3dm6ish v3: Castlegrounds (plus CTF version)
Post by: RudyRailer on January 21, 2009, 09:29:41 am
How about heightening the ceiling of all rooms, so basically increasing the map vertically? It feels so claustrophobic and tiny like the Q1 conversion maps. In Quake3 the map looks like a cathedral of blood, huge and majestical. But this map feels like a low budget flat of some left handed butcher. The jumppads in the quad room and in the gold armor room are useless, because you can rocketjump instead of using them. With this set of textures it's finally getting close the it's best, so thank you for your efforts, but I think you should raise the ceiling to make it the glorious castle of TiMaster in which you feel inferior and lost :) .

Yes i suggested that 2 some while ago.
Nice to see your comment i thought i was the only one feeling claustrobic.
maybe we can setup a selfhelpgroup?


Title: Re: q3dm6ish v3: Castlegrounds (plus CTF version)
Post by: Udi on January 21, 2009, 10:18:25 am
maybe we can setup a selfhelpgroup?

That would be the best, but learning GTK-Radiant and developing mapping skills is a thing which I don't really have enough time to :(.


Title: Re: q3dm6ish v3: Castlegrounds (plus CTF version)
Post by: Neon_Knight on January 21, 2009, 01:50:55 pm
I've scaled the map to 1.5x times bigger than the original, also raised the ceiling.
That lead to some fixes on stairs and pillars.

I'm very busy with the organization of an OA tournament, things here are very hot since we finally have a dedicated server. But I'll upload soon the map.


Title: Re: q3dm6ish v3: Castlegrounds (plus CTF version)
Post by: RudyRailer on January 22, 2009, 07:38:30 am
maybe we can setup a selfhelpgroup?

That would be the best, but learning GTK-Radiant and developing mapping skills is a thing which I don't really have enough time to :(.

About that selfhelpgroup,..i was referring to the claustrofobic part ;)


Title: Re: q3dm6ish v3: Castlegrounds (plus CTF version)
Post by: Udi on January 22, 2009, 08:37:32 am
About that selfhelpgroup,..i was referring to the claustrofobic part ;)

Oh! Well... Hello than. I am Udi. I haven't played OA for... 16 hours. I... I was here before, but I still feel that the walls are... hehh... closing upon me. The hypnothizing method, which suggests that I am a bull running on an open field didn't worked... so well. Now I shoot everything which is red... which is quite a problem if I am on the red team, or there's lava on the map. Oh! And my girlfriend didn't liked that I call her a well-fed cow... But fortunately Neon_Knight said he will solve the problem. He's a nice guy. Maybe he was hypnotized too. He thinks he is a medieval knight omitting disco lights. But maybe I just make it up... I haven't entirely gave up drinking you know... I rather think he is a holy knight, a saint of OA, saviour of the fraggers, and the lights are coming from his glory. I guess you can't just walk around with oldschool white lights, it's the 21st century you know. Oh! Sorry, the devil just told me to shut up, it's not the Club Nub...


Title: Re: q3dm6ish v3: Castlegrounds (plus CTF version)
Post by: Neon_Knight on January 29, 2009, 10:05:59 am
Sorry guys, I couldn't finish it at time. :/ I was working on other maps too.
I'll be sending to SVNC thread the actual q3dm6ishv3, and a new ctf version made of it, but I'll promise to get those ceilings higher and running well.
The only thing I could do is to scale the map. It's 2x bigger than before.

After I finish with am_galmevish issues, I'll see what can I do quickly at this duo.

PS: You should leave those nasty LSD pills. :D (Joke)


Title: q3dm6ish-ctf ready to go ^^
Post by: Neon_Knight on January 29, 2009, 02:18:53 pm
CTF version ready to go. This will be the send-to-SVN-commits candidate version. I hope it works...

- Redone entirely from the last q3dm6ishv3, mirrored of course ( :D ) and fixed.
- Scaled map 2x
- Weapons: Lightning Gun, Railgun, Rocket Launcher, Plasma Gun, Shotgun
- Items: 2x Megahealth, Body Armor, Teleporter & Quad Damage (only available at CTF, Overload, eCTF and DD) And of course the reglamentary health and armor. ^^

This will be the commitment version. I'll be also doing the DM version and put it ready to go.


Title: q3dm6ishv3-b2 and q3dm6ish-ctf-b1v2
Post by: Neon_Knight on January 30, 2009, 06:09:20 am
Repacked q3dm6ish-ctf due to missing model. Also packed q3dm6ishv3-b2, with its only difference being its 2x scaling.


Title: Re: q3dm6ishv3-b2 and q3dm6ish-ctf-b1v2
Post by: Udi on February 01, 2009, 08:13:18 am
Also packed q3dm6ishv3-b2, with its only difference being its 2x scaling.

Thank you :D ! It looks great, and plays great. Only bug I noticed: the stairs leading to the red armor got too big with the scaling, you cannot walk up on them, just bunny-hopping.


Title: I hate q3dm6ishv3 (I hope b3 will be the final one -.-!!!)
Post by: Neon_Knight on February 01, 2009, 08:15:54 am
Damn... -.- I knew I forgot to do something... -.-!!!

I've declared my hatred to this map now. -.-

Anyways, v3-be uploaded, with this only change. -.-!!!


Title: Re: q3dm6ish v3: Castlegrounds (plus CTF version)
Post by: Graion Dilach on February 01, 2009, 11:45:33 am
Hey, Armageddon Man, you did a fantastic job. Even if you started a map from another then converted it back. We all appreciate your mapping skills, even if you don't want to believe in them.

I respect you and if you declare a hatred toward one after this so-many works, it's logical. I'm sure your works will take half of next changelog... if not all of them.


Title: Re: q3dm6ish v3: Castlegrounds (plus CTF version)
Post by: Neon_Knight on February 01, 2009, 11:59:50 am
Lol, don't worry, hating is metaphoric in my case. :) I don't hate noone/nothing seriously, except if they/these made me a very deep damage, which by simple words on a forum can't happen. :)

I wanted to do this, basically, because of many reasons, being the first of these that I like OA project, and I wanted to contribute with it in what improving/creating things is. I've made the same with Hydronex, for example. The other reason is that I'd like to show that there's no übersuckingmap, since by the open-source nature of this project, everything can be improved.

I was working on improving, for example, oa_dm5 too, but then I realized that I'm working on a LOT of maps, so I've just stopped it by the moment, and focusing in trying to finish (at least) what I begun.


Title: Re: q3dm6ish v3: Castlegrounds (plus CTF version)
Post by: Neon_Knight on February 17, 2011, 02:59:31 pm
Bumpy bump.

I finally managed to solve the mess this map was. Unfortunately, I'm unable to do anything OA-related because yesterday my PC blew up. -.-
Well, that's an overstatement. I don't know if it's RAM, CPU, Video or MoBo, and I don't have any way to know if it's Video-related because my MoBo hasn't onboard Video.

So, by now, I'm stuck. -.-


Title: Re: q3dm6ish v3: Castlegrounds (plus CTF version)
Post by: VortexHU on February 17, 2011, 05:21:37 pm
Bumpy bump.

I finally managed to solve the mess this map was. Unfortunately, I'm unable to do anything OA-related because yesterday my PC blew up. -.-
Well, that's an overstatement. I don't know if it's RAM, CPU, Video or MoBo, and I don't have any way to know if it's Video-related because my MoBo hasn't onboard Video.

So, by now, I'm stuck. -.-

darn :( any ideas for finding out? test after taking out some of ram or attach external monitor?

on a mac? maybe try:
http://www.nexuizninjaz.com/forum/Thread-Radiant-Map-Maker-on-Mac.html
http://www.nexuizninjaz.com/forum/Thread-Useful-Mapping-Resources-Places-to-Visit.html


Title: Re: q3dm6ish v3: Castlegrounds (plus CTF version)
Post by: Neon_Knight on February 17, 2011, 06:26:30 pm
No, I don't use Mac.

My problem is that it manages to overcome the POST screen, but when it loads the OS, the PC shuts down. And it happens with both any installed OS and any LiveCD.


Title: Re: q3dm6ish v3: Castlegrounds (plus CTF version)
Post by: BlankBruno on February 17, 2011, 07:20:39 pm
Two wild guesses with the information at hand:  Overheating issue or power issue.  I would check to make sure all fans are running properly, with no intermittent failures.  If the BIOS has temperature information, you may want to watch that for a short while and see if you see a temperature spike  followed by the shutdown.  Is this computer old enough or has the CPU been in the system long enough to suspect a breakdown of the thermal paste?  If it is factory standard and they used cheap thermal paste, it can break down quickly and with little warning.  You may be able to do a similar test in the BIOS if yours gives general power information for your system--some BIOSes show status of 12v and 5v on the motherboard (I think that is where the information comes from, but it might also be in the power suppy itself).  If you see any voltage change of more than say 7-10% either way, that is an issue to be concerned with, in my opinion.

Hope this helps, even if just to rule out possibilities.


Title: Re: q3dm6ish v3: Castlegrounds (plus CTF version)
Post by: VortexHU on February 17, 2011, 11:49:29 pm
i wish my bios had any of that info.


Title: Re: q3dm6ish v3: Castlegrounds (plus CTF version)
Post by: Neon_Knight on February 18, 2011, 09:54:53 am
I've cleaned up the fans, and it did the trick.
I hope to have everything OK, at least I know the problem isn't the HD.


Title: Re: q3dm6ish v3: Castlegrounds (plus CTF version)
Post by: VortexHU on February 18, 2011, 12:58:48 pm
I've cleaned up the fans, and it did the trick.
I hope to have everything OK, at least I know the problem isn't the HD.

but backup anyway pls!


Title: Re: q3dm6ish v3: Castlegrounds (plus CTF version)
Post by: Neon_Knight on February 18, 2011, 03:50:34 pm
I have several copies of my maps, I'm not worried for that.


Title: Re: q3dm6ish v3: Castlegrounds (plus CTF version)
Post by: Neon_Knight on February 22, 2011, 06:05:29 am
Some images from GTKRadiant. This map will take a long time before it's released..

(http://img96.imageshack.us/img96/7577/q3dm6ish1.th.png) (http://img96.imageshack.us/i/q3dm6ish1.png/) (http://img267.imageshack.us/img267/3795/q3dm6ish2.th.png) (http://img267.imageshack.us/i/q3dm6ish2.png/) (http://img696.imageshack.us/img696/5443/q3dm6ish3.th.png) (http://img696.imageshack.us/i/q3dm6ish3.png/) (http://img407.imageshack.us/img407/6130/q3dm6ish4.th.png) (http://img407.imageshack.us/i/q3dm6ish4.png/) (http://img140.imageshack.us/img140/6070/q3dm6ish5.th.png) (http://img140.imageshack.us/i/q3dm6ish5.png/) (http://img59.imageshack.us/img59/1327/q3dm6ish6.th.png) (http://img59.imageshack.us/i/q3dm6ish6.png/)


Title: Re: q3dm6ish v3: Castlegrounds (plus CTF version)
Post by: Neon_Knight on February 22, 2011, 12:20:34 pm
OK, I don't know what the hell I did wrong, but I can't compile this map without forcing me to reboot my PC... Attaching the file.


Title: Re: q3dm6ish v3: Castlegrounds (plus CTF version)
Post by: Peter Silie on February 22, 2011, 01:40:03 pm
Opening the map in GtkRadiant 1.5.0 results immediatly in the following error:
patch.cpp: 194
assertion failure: patch too tall

Unfortunaly the map file is saved without CR + LF like i need here on my netbook with win to take a quick look with an editor...

HTH


Title: Re: q3dm6ish v3: Castlegrounds (plus CTF version)
Post by: Neon_Knight on February 22, 2011, 02:10:39 pm
"Patch too tall"...

I'll try removing every patch from the map...

EDIT: Thanks, Peter, I've managed to solve the problem. :D

Tomorrow there will be a playable version. ^^


Title: q3dm6ish - New version.
Post by: Neon_Knight on February 24, 2011, 12:36:36 pm
Well... delivered. :D
I had to go through a lot of things, but here it finally is! :D

Some things, before you bash me for being an awful mapper. :P

- I know there's an excess of lights, but my classic method of lots of small light entities didn't worked as expected. -.-
- I know the map is extremely overbright. -.- I swear I couldn't get them to look the way I wanted to.
- I know the jumppads look very strange, but again, I couldn't get them to look the way I wanted to.

Anyway, first post, only the FFA version, by now. I'll fix things later.


Title: Re: q3dm6ish v3: Castlegrounds (plus CTF version)
Post by: Graion Dilach on February 25, 2011, 06:29:18 am
CTF in the Castle is the current name, isn't it? With loads of lamps?

Personally I like it. It's wide, seems suitable for 4-6 players, and it's nice. The only problem I experienced is that "lines on the lights"-bug, which was first identified on dm4ishv2 jumppad lights.

IMO it isn't overbright and the jumppads doesn't look that strange. OK, I play with bloom and all leienhancements on.


Title: Re: q3dm6ish v3: Castlegrounds (plus CTF version)
Post by: Neon_Knight on February 25, 2011, 08:45:19 am
That isn't a bug, it's an effect, but with the lots of lamps will be a pain in the butt...

I'll remove them in the next version.


Title: Re: q3dm6ish v3: Castlegrounds (plus CTF version)
Post by: Neon_Knight on November 02, 2018, 11:11:05 am
Just for completeness sake, new download links to the latest versions. Be aware that:

a) I don't recommend playing or editing q3dm6ish-a in either DM or CTF versions.
b) q3dm6ish-b is still under a need of better work.

q3dm6ishv3-a (https://www.dropbox.com/s/kpmnca8q2wdiba7/q3dm6ishv3-b3.zip?dl=0) (The original one)
q3dm6ish-ctf (CTF version of the above, link coming soon...)
q3dm6ishv3-b (https://www.dropbox.com/s/fig6j09kw4tjy0v/q3dm6ishv3-bb2.pk3?dl=0) (The new version one)


Title: Re: q3dm6ish v3: Castlegrounds (plus CTF version)
Post by: Neon_Knight on November 02, 2018, 06:29:09 pm
Here's the missing link for q3dm6ish-ctf: https://www.dropbox.com/s/ty9jhhgqm8j5ysj/q3dm6ish-ctf-b1v2.zip?dl=0


Title: Re: q3dm6ish v3: Castlegrounds (plus CTF version)
Post by: Gig on November 03, 2018, 03:36:15 pm
Quickly tested the two non-ctf versions.
Nice, but there are some problems with lights (maybe some light shaders were not in shaderlist.txt?), especially one of them is largely pitch black...

UPDATE: Given a look to the ctf version. Very promising!  ;D Maybe it may be worth to finish it!


Title: Re: q3dm6ish v3: Castlegrounds (plus CTF version)
Post by: Neon_Knight on November 03, 2018, 03:43:45 pm
This map is up for grabs. Whoever wants to continue working on the map is free to do so.