User panel stuff on forum
  35 posts on 2 pages  First page12Last page
Maps & Textures
2012-02-02, 01:59
Member
226 posts

Registered:
Jun 2006
::UPDATE 2 - Elysium - Beta 2::

What's new:
-Total map remake
-New textures
-New item positioning
-New spawns
-New map name (Could an admin / mod person change the title to Elysium - A new 1on1 / 2on2 map [Testing] )

map filename: elysium2b.bsp

Quick Preview:
http://foogs.info/progs/quakeworldmapping/ezquake043.jpg

More Screens: http://foogs.info/progs/quakeworldmapping/ezquake044.jpg http://foogs.info/progs/quakeworldmapping/ezquake045.jpg http://foogs.info/progs/quakeworldmapping/ezquake046.jpg
Textures: http://tinyurl.com/74ly7kw
Map: http://foogs.info/progs/quakeworldmapping/elysiumb2.bsp

Textures are from Zaka's map sacredb1 (I think they're painkiller textures modified to quakeworld).

:LD SHIT::

Hey everyguys,

I'm looking for item placement advice as well as play testing for my new competitive tourney style duel map. I'm open for minimal layout changes and I'm not really sure about items but I'm pretty sure I want to keep 2 Yas + 1 mega. It really doesn't look that great unless you have 24 bit textures. It's my first map I've made for any game besides Starcraft.

1 Quick Preview for these forums:

http://i.imgur.com/xrD0Q.jpg


More Screens in Album style: http://imgur.com/a/PbHOO#0

Suggestions / Feedback / Play testing results would be appreciated! As always you can contact me on quakenet #telefrag.me directly or leave a message on these forums.

Map Link : http://foogs.info/progs/quakeworldmapping/vaporize_beta03.bsp
24 Bit Textures Link : http://foogs.info/progs/quakeworldmapping/vaporize_beta03_textures.zip

Edit1:
Just realized that the item positions look offset (mega / rl ammo) when not using gl_simpleitems_1. will fix in next release.
Edit2:
Broken wall brush on the bottom near nail pack and stairs to mega has been found will fix in next release.
--irc.quakenet.org #telefrag.me and #QWL | foogsQuakeWorld Ladder
2012-02-02, 10:58
Member
139 posts

Registered:
Feb 2011
looking good man, interesting layout. I would place an armor up infront of the us flag tho, and change the teleport exit of the one wich makes u face a wall infront of u when u exit.
2012-02-02, 14:47
News Writer
646 posts

Registered:
Mar 2006
I uploaded it to ktx ports on http://qw.quakephil.com

You can vote it like any other map
2012-02-02, 18:54
Member
405 posts

Registered:
Jan 2006
nice map, really.
<3
2012-02-02, 21:19
Member
94 posts

Registered:
Oct 2011
Cool map, get a little Quake Live, Warsow feeling.
2012-02-02, 21:58
News Writer
912 posts

Registered:
Jan 2006
uploaded to BesMella Amsterdam server: ams.besmella.com:27501
2012-02-02, 22:32
Member
28 posts

Registered:
Oct 2011
I think the best place for rox and mega in the center.

http://img15.imageshack.us/img15/7852/2012020300001.jpg


http://img267.imageshack.us/img267/8057/2012020300002.jpg
2012-02-02, 23:09
Member
226 posts

Registered:
Jun 2006
Empwnz wrote:

It is centered actually. It's a shame you use gl_simpleitems 0 still!
--irc.quakenet.org #telefrag.me and #QWL | foogsQuakeWorld Ladder
2012-02-02, 23:35
Member
1 post

Registered:
Feb 2012
:cool: I play test map and run over MH but no picking up. Many serious texture problem i discover.

http://img580.imageshack.us/img580/7789/ezquake007.jpg

http://img842.imageshack.us/img842/3179/ezquake008.jpg


So very thank you

~ Hector Gonzalez SR III
2012-02-02, 23:57
News Writer
912 posts

Registered:
Jan 2006
I've had a good run through this map and found a number of bugs.

- The sky 'never ends'. You can shoot a rocket up and the rocket keeps going and going and going causing huge FPS drops if you ever look up.
- There is a hole above the 'spiral stairs' where you can shoot a grenade outside of the map
- Above the MH you can get up in to the rafters.

Going through the map as a spectator you can see it appears the map has 2 skies? weird.

Definitely put an item right in the middle and add an RA. Maybe some more ammo around the place also. Some rooms feel empty.
2012-02-03, 00:14
Member
226 posts

Registered:
Jun 2006
dirtbox wrote:
I've had a good run through this map and found a number of bugs.

- The sky 'never ends'. You can shoot a rocket up and the rocket keeps going and going and going causing huge FPS drops if you ever look up.
- There is a hole above the 'spiral stairs' where you can shoot a grenade outside of the map
- Above the MH you can get up in to the rafters.

Going through the map as a spectator you can see it appears the map has 2 skies? weird.

Definitely put an item right in the middle and add an RA. Maybe some more ammo around the place also. Some rooms feel empty.

Awesome I was wondering what was causing the huge fps drops, I just boxed the map a now I get my normal stable fps. Thank you.
--irc.quakenet.org #telefrag.me and #QWL | foogsQuakeWorld Ladder
2012-02-03, 10:31
Member
139 posts

Registered:
Feb 2011
noooooo never box a map!!!! ffs =DD find the problem and fix it.
compile the map, and it should say in the compiler window if u got a leak. You can also check ingame with the command "pointfile".. then u get some dots pointing at your leak in the map.

also now that i have run through it again, it feels more like an ffa map because its very "open" and all the rooms are quite big.
maybe squeeze it down a little?
2012-02-03, 14:49
News Writer
646 posts

Registered:
Mar 2006
Err, you had a leak? Did the bsp even vis properly before? If it didn't, then I am a sad panda.
2012-02-03, 14:50
News Writer
646 posts

Registered:
Mar 2006
And yeah I would like a poll to see if most people still use 3d items or not. I do, and I think maps should continue be designed for 3d items. I tried 2d items and they just look bleh, tried many different ones too.
2012-02-03, 15:37
News Writer
912 posts

Registered:
Jan 2006
!phil wrote:
And yeah I would like a poll to see if most people still use 3d items or not. I do, and I think maps should continue be designed for 3d items. I tried 2d items and they just look bleh, tried many different ones too.

When I started playing QW again a couple of months ago on a laptop I was looking for as much FPS gain as possible so I started using simple items. Now that I have no FPS issues I can bring myself to go back to the 3D models. The 2D models also seem to give much better visibility like seeing if Rockets or the SNG are up on dm3 from below the lift spawn.

Also, does anyone else get FPS drops with the improved 3D models that come with nQuake?
2012-02-03, 15:39
Member
226 posts

Registered:
Jun 2006
!phil wrote:
And yeah I would like a poll to see if most people still use 3d items or not. I do, and I think maps should continue be designed for 3d items. I tried 2d items and they just look bleh, tried many different ones too.

3D items are not accurate.

http://i.imgur.com/xWBod.jpg


But the thing about it being unfortunate that someone not using 3D items was a joke. It's not the peoples fault that their item alignment isn't correct, it's either the clients fault or the engines. Maybe I'm wrong here but you can see from my screenshot what I mean. From what I see simple items show the actual items true location. I would prefer to be stepping in the center of an item when i pick it up rather than offset like the 3D models are.

Also rocket packs are misaligned both with 3D models and simple items so I don't really know what to do about that.

I'll keep digging and see if I can properly find the leaks because I bet there is more than one. I still need to go through and condense all my brushes. Right now I'm working purely on item placement and I don't want to release a new version everyday because server admins will get tired of uploading it. Maybe in a weeks time I'll release the next beta so I can get my shit pretty close to perfect.
--irc.quakenet.org #telefrag.me and #QWL | foogsQuakeWorld Ladder
2012-02-03, 15:58
News Writer
912 posts

Registered:
Jan 2006
I guess this could be the purpose for the gl_simpleitems_orientation command? ezQuake client and the website doesnt give an explanation on this one unfortunately.
2012-02-03, 16:42
Member
139 posts

Registered:
Feb 2011
Im pretty sure its because of Radiant. Im using Worldcraft and i have never any problem with offset 3d models.
2012-02-03, 17:08
Member
226 posts

Registered:
Jun 2006
My leaks were the dumbest thing ever. There were 2 light entities outside of the map. And simple caps on top of the skies.
--irc.quakenet.org #telefrag.me and #QWL | foogsQuakeWorld Ladder
2012-02-03, 18:09
Member
139 posts

Registered:
Feb 2011
hehe well they usually are
2012-02-03, 18:34
News Writer
646 posts

Registered:
Mar 2006
I know that 3d items are not accurate. You might know I made a couple of maps myself back in the day

Also, if you're looking for FPS gains in a 1996 game, I am also a sad panda in fact, if you are not getting 500+ fps, then you're doing it wrong.
2012-02-03, 23:44
Member
14 posts

Registered:
May 2006
The reason MH and rocket boxes are "not accurate" is because you rotated them (angle 90), probably by accident. It's not recommended for bsp entities like ammo and health (weapons and armor are unaffected by this). Also, one of the rocket boxes has the whole map name as a centerprint message. I would recommend not using such an excessively long map name anyway. Instead, create a trigger_once to tell the player to use the 24bit textures or something.

Good thing you found the leaks eventually - releasing an unvised map is a total no-go.
I noticed wrong textures on some faces on the lowered floor bits for the items, and on the right side of the stairs.
There's a clipping issue on the slope next to the MH - a small clip-textured wedge brush will fix it.

Layout seems good and fast. A shame the lighting is so flat - those ceiling lights in the main atrium would allow for some cool spot light effects.
2012-02-04, 06:26
Member
226 posts

Registered:
Jun 2006
neg!ke wrote:
The reason MH and rocket boxes are "not accurate" is because you rotated them (angle 90), probably by accident. It's not recommended for bsp entities like ammo and health (weapons and armor are unaffected by this). Also, one of the rocket boxes has the whole map name as a centerprint message. I would recommend not using such an excessively long map name anyway. Instead, create a trigger_once to tell the player to use the 24bit textures or something.

Good thing you found the leaks eventually - releasing an unvised map is a total no-go.
I noticed wrong textures on some faces on the lowered floor bits for the items, and on the right side of the stairs.
There's a clipping issue on the slope next to the MH - a small clip-textured wedge brush will fix it.

Layout seems good and fast. A shame the lighting is so flat - those ceiling lights in the main atrium would allow for some cool spot light effects.

Thank you and forgive my ignorance on the entity rotation. That was the problem and mega is now lining up perfectly in both simple / 3D models!

Yeah I thought I got rid of that centerprint message before i compiled I should have checked it closer. I am taking your advice and redoing my lights. I didn't know that you could create spotlights (guess I never noticed them on any maps that I play). Will fix the mega clip problem.

Thanks again for the great feedback and help on the item alignment problem I was having!
--irc.quakenet.org #telefrag.me and #QWL | foogsQuakeWorld Ladder
2012-02-05, 10:47
News Writer
912 posts

Registered:
Jan 2006
Hey Fenris - Have you got a new beta I can test out?
2012-02-06, 14:16
Member
226 posts

Registered:
Jun 2006
dirtbox wrote:
Hey Fenris - Have you got a new beta I can test out?

I did relight and fix all the bugs on the last beta but I don't want to release it because I'm making some pretty significant changes to the layout at the moment. This next beta will feel tighter than the last (I hope). No ETA at the moment sorry!
--irc.quakenet.org #telefrag.me and #QWL | foogsQuakeWorld Ladder
2012-02-19, 05:55
Member
226 posts

Registered:
Jun 2006
New beta released.
Textures / Map / screenshots / changes in the OP.

Looking for more advice.
--irc.quakenet.org #telefrag.me and #QWL | foogsQuakeWorld Ladder
2012-02-19, 08:42
Member
28 posts

Registered:
Oct 2011
Nice! But I think it is better to remove the hill under the MH. Wall blocking the passage.
2012-02-19, 12:01
Member
28 posts

Registered:
Oct 2011
And 2 textures bug
http://img37.imageshack.us/img37/7370/2012021900003.th.jpg
http://img593.imageshack.us/img593/1084/2012021900004.th.jpg
2012-02-19, 15:04
Member
139 posts

Registered:
Feb 2011
the size feel better but maybe u can add one more room, also the best weapons is next to each other.. maybe take away one rl ? or just keep the rls and remove lg .. try it out. try different weapon placements
also the ramp at telly feels strange, maybe u can take it away and make something more interesting there ? other than that gj and kee pit up!

ah yes as empwnz says, try make the mh hill thingy go the opposite way? maybe lower it into the floor, and clip it, or maybe try putting mega up at tele exit perhaps ?
2012-02-20, 08:26
News Writer
912 posts

Registered:
Jan 2006
Barely even resembles the original map...
  35 posts on 2 pages  First page12Last page