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Member 14 posts
Registered: Jul 2015
I'd like to hear your thoughts about this 1v1 deathmatch level: http://www.mediafire.com/download/bcup3wftsocj0op/dm_cepheus_qw.zip The textures are mine, except for the stock Quake teleport. The skybox is derived from a .:lvl:. Q3A skybox. The sky texture (for those who don't like skyboxes) is derived from a picture I found at http://thefulldomeblog.com/ All credits will be in the final version. There's still no bot data, since it's so complicated to set up. It doesn't have a proper readme as well. Gonna do it while I get you feedback. The map still need a name. I'm open to suggestions. One of its goals is to make content for a future single player episode, so it's intended to look good and atmospheric, not to give high FPS. Think I pushed the limits a little. To do: music (it's being made by a friend). So, what else this package should have? Just let me know your impressions. EDIT: a video: https://youtu.be/UB8HxFaBXpI EDIT: as requested, here are some screenshots: EDIT2: a better link (Edited 2015-09-01, 03:50)
Member 14 posts
Registered: Jul 2015
Wow! So much attention... I'm flattered.
Seriously, if anyone is interested, this is probably the final version, though I still intend to get your feedback:
http://www.mediafire.com/download/bcup3wftsocj0op/dm_cepheus_qw.zip
As promised, there is original music, there is a readme... I'd love to get bot support, if someone could help.
When I started to design the level, I was new to the communities. Only now I'm getting what kind of level QuakeWorld players are used to, what is important to them. So, this level is not the typical DM you are used to play. It's very moody, there is fog, music... Geometry is not so naked, it doesn't aim performance so much. On the other hand, it's a 1v1, so modern systems shouldn't choke on it.
But I'd love to see what you guys have to say. Any chance of getting it to some of your servers?
Cheers
EDIT: link
(Edited 2015-09-01, 03:51)
Member 133 posts
Registered: Dec 2008
Map looks nice visually (both in GL ans SW modes). I have not played on it with anyone thus cannot say anything about gameplay.
When posting message about new map it is better to provide some screenshots to make people interested trying it in game.
Member 14 posts
Registered: Jul 2015
You're right, I should post screenshots. Also, I gotta see it on software render, my Winquake is broken. Gotta ask someone to host the level and add bot support, so people can actually play it. Thanks
Administrator 1265 posts
Registered: Jan 2006
the screenshots made me download and try it. 5.8mb bsp ouch Its very good looking, credits for that good job! im not sure about the gameplay though. Ive uploaded the .bsp to buffalo server 204.44.119.88:28501 never argue with an idiot. they'll bring you back to their level and then beat you with experience.
Member 133 posts
Registered: Dec 2008
1)Picture on my screen is nicer than your screenshots. 2)I cannot set this map on given server 204.44.119.88:28501 3) I want to try duel there.
Administrator 1265 posts
Registered: Jan 2006
2)I cannot set this map on given server 204.44.119.88:28501 i've just connected to that server and typed "dmamb" and it worked.. never argue with an idiot. they'll bring you back to their level and then beat you with experience.
Member 133 posts
Registered: Dec 2008
2)I cannot set this map on given server 204.44.119.88:28501 i've just connected to that server and typed "dmamb" and it worked.. I thought it shoud be dm-cepheus.
Member 14 posts
Registered: Jul 2015
Sorry guys, "dmamb" was an early name. Here is what I think is the final version:
http://www.mediafire.com/download/bcup3wftsocj0op/dm_cepheus_qw.zip
Mushi, if you could upload this one and delete the other, it would be great. Thank you.
I'm still new to the community and new to Quakeworld. This level is moody and atmospheric like a single player, but it's deathmatch. When I planned it, I still wasn't getting what nQuake is about. Let's see how it plays on your servers.
When I get home today I'll try to play QW for the first time on my own level. How cooler can it get?
Cheers.
(Edited 2015-09-01, 03:51)
Member 14 posts
Registered: Jul 2015
Just connected to the server. Yes, it's an older version, where gameplay was still poor. There are two routes to the top level, making it way more interesting. Also, I don't see the colored lights. Did you uploaded the .lit file along with .bsp? @Mushi, please, replace it by these two files when you can: https://drive.google.com/open?id=0B3Ww0W8WFfq7Qm9mUzNQREFDOXc Thanks, man. @se-sss about that duel... anytime
Member 280 posts
Registered: Jan 2015
Impressive screenshots. I will upload it.
Member 133 posts
Registered: Dec 2008
Unfortunately it is lack of qw servers (or clients). It does not download lit files. You have to put it yourself Also for several last years servers do not send players` skins. I do not know what is broken. @se-sss about that duel... anytime Are you available on irc? (I am _sss_ #qw.ru)
Member 14 posts
Registered: Jul 2015
@andre Thanks! So, what's the address? Wanna play! If you like the level, spread the word among other server admins. @se-sss Gee, I'm an ignorant. Never used irc in my life, can you believe that? There is a chat link at the bottom of the page, gonna try it out. I fixed all the links is this topic, so there's no chance of getting an old version. You live, you learn.
Member 343 posts
Registered: Feb 2006
Very cool map Tried to make some Frogbot waypoints for it. 1: Frogbots don't handle lifts very wellCould be solved by making them go faster og make it impossible to enter the lift when it's up, because they get stucked under them Could maybe be solved with some noclip brushes blocking the entrance when the lift is up (just an idea ) 2: Frogbot doesn't allow minus "-" in the mapnameI have renamed it to dm_cepheusFBCA_dm_cepheus.zipProjectQ1Q3, Frogbot Waypoint and Map Conversion Tutorial @ http://mickkn.mooo.com
Member 343 posts
Registered: Feb 2006
Another thought, how did you make those lifts? They are invisible when I use my gaming config in ezQuake2.2 for Mac. ProjectQ1Q3, Frogbot Waypoint and Map Conversion Tutorial @ http://mickkn.mooo.com
Administrator 1265 posts
Registered: Jan 2006
updated on buffalo server * never argue with an idiot. they'll bring you back to their level and then beat you with experience.
Member 14 posts
Registered: Jul 2015
@mushi Thanks! Gonna try it. Sorry to keep bugging you @Mick Yay, I wanted waypoints! About the elevators, take a look at one of them: http://i3.photobucket.com/albums/y80/amurad/Games/elev_zpsoqhicvmz.jpg The elevator is highlighted. The image also shows where the first and second floor doorways are, just as a reference to where the elevator starts / stops. You can also see two triggers. The elevator is a func_door that opens upwards by any of these two triggers. If you're at the second floor, you stand in the doorway to call the elevator, you get inside and when the door entity closes, it takes you down. When you're at the first floor, you step inside and the trigger opens the func_door, lifting you up. The first floor trigger has a 0.5s delay. Why? Because when you get down you hit the first floor trigger; without this delay, you wouldn't have time to exit the elevator. It's not bad gameplay-wise: this little delay is the behaviour of a real elevator and builds some tension (a lot of tension when there are rockets on your tail). The noise of these two elevators, busy during the fight, makes the level feel like a real building. Why didn't I just make it a func_plat, instead of all this trouble? Because I don't activate a plat getting "inside" it, just from the top of it. I would need to stand on the tip of the elevator's cable. But writing this post made me think: I need just the lower trigger, with no delay. If you want to get down you don't call the damn elevator anyway, you just jump thru the many other ways down. If you jump down the elevator's pit it lifts again, but hey, no one told you to do that. I can even make a door at the second floor, that only opens from inside. You see, that's what community is about! Running to Worldcraft right now. And yes, that clip brush is easy to do. Gonna send another download link soon.
Member 14 posts
Registered: Jul 2015
@Mick Yes, it's way better now. The elevator is now one way up, no delay before triggering. Thank you for this feedback. The download link is the same: http://www.mediafire.com/download/bcup3wftsocj0op/dm_cepheus_qw.zip EDIT: forgot to rename the level (Edited 2015-09-01, 03:52)
Member 14 posts
Registered: Jul 2015
@mushi I connected to 204.44.119.88:28501, entered dm-cepheus on the console and nothing happens.
Too bad quakeworld doesn't download the .lit file. The level looks way better in colored lights.
Member 343 posts
Registered: Feb 2006
@Mick Yes, it's way better now. The elevator is now one way up, no delay before triggering. Thank you for this feedback. The download link is the same: http://www.mediafire.com/download/p8hg9hsh26kvki1/dm-cepheus-qw.zip EDIT: forgot to rename the level Cool. Gonna test it later today ProjectQ1Q3, Frogbot Waypoint and Map Conversion Tutorial @ http://mickkn.mooo.com
Member 343 posts
Registered: Feb 2006
ProjectQ1Q3, Frogbot Waypoint and Map Conversion Tutorial @ http://mickkn.mooo.com
Member 14 posts
Registered: Jul 2015
Great! Gonna learn how to use it. There must be a way to read an entity class from .map, say an info_fbca_waypoint, to generate this .qc That way, the level designer could set waypoints and generating FBCA data would be part of the map compilation. This is how it should be done for new levels or ones you have the .map
Member 343 posts
Registered: Feb 2006
ProjectQ1Q3, Frogbot Waypoint and Map Conversion Tutorial @ http://mickkn.mooo.com
Member 805 posts
Registered: Mar 2006
Hi adib, nice work with the map! You should definitely release your work at QuakeOne and Func_Msgboard. Func_Msgboard is THE place for Quake's map designers! And there's also the Inside QC (former Inside 3D), where you can find some help with code needed for your maps! https://tinyurl.com/qwbrasil - QuakeFiles
Member 14 posts
Registered: Jul 2015
Hi adib, nice work with the map! You should definitely release your work at QuakeOne and Func_Msgboard. Func_Msgboard is THE place for Quake's map designers! And there's also the Inside QC (former Inside 3D), where you can find some help with code needed for your maps! Thanks man. Already did, actually. Func_Msgboard guys helped me testing gameplay and clearing some points. I used Fitzquake MarkV features and Ericw light compiler. Take a look at the readme file in the zip. But both forums are more single player, so they all asked me to do some SP, which I actually intend to do. Feel free to upload the level to a server, if you have one. My website is on its way, just have to find some time (daytime job, you know). By the way, I was looking for the missing Inside3D and wondering where QuakeBrasil was hiding. Thanks for that. (Edited 2015-07-28, 03:54)
Member 805 posts
Registered: Mar 2006
Bots not working for me! ]maps supported maps: a2 e1m2 mayhem rgarden aerowalk e1m3 messy rip agenda e1m5 midair3 ritual agent e1m5duel mine rpdm10 aggressr e1m6 misdm10 rpgdm1 airar e1m7 misdm11a rtldm3 alcyone e2m1 misdm12 ruins alk08dm e2m2 misdm13 rwild amphi e2m2tdm misdm6 safe1 amphi2 e2m5 misdm8 safe2 androm9 e3m2 misdm9 sanity argonaut e3m7tdm mjdm1pro santzue auhdm1 edc muny16 scampdm5 auhdm2 efdm1 naked3 schloss b256 efdm10 naked4 shadows b2s efdm11 naked5 shadowsb7 badwalk efdm12 naked6 shady baldm2 efdm13 naked7b2 shake baldm3 efdm2 nduel shine baldm4 efdm3 nindm2 shroud baldm5 efdm4 nindm3 shroud2 baldm6 efdm5 nindm3v2 silence baldm7 efdm6 njx9dm skull baldm8 efdm7 noentry skywalk battle efdm8 odd1 slip bless efdm9 odd2 sm blessed effigy oktest1 sm30_ray blizz2 egyptele oldcrat spank1 bovine elbow oldcrat2 spd br11m end oma spear br13m enraged omf spine br18m eodm3 opposit spinev2 br20m evdm1 outpost start br21m exdm2 p3a strafin1 br21ma exdm3 pbrdm2 strafin2 bsdm6 exdm4 pen2 strafin3 bsdm7 fbdm2 pidmm5 strafin4 bsdm8 fbe3m7 pinion1 strafin5 bsp ferrum pinion2 strafin6 carddm2 filthy pinion3 strmland cathexis_vis fmc pipeline subterfuge cbadm1 four pkeg1 sudden cbadm2 frag pkeg2 summer cbadm2v2 fragtwn1 pldm1ex swtdie cbadm3 fribdev1 pli tbase chesdm1 fribweb1 plpak1 tearena cleaver frobodm1 plpak10 teritory cmt1b frobodm2 plpak11 theend cmt3 frobodm5 plpak12 thf cmt4 frontier plpak2 timeless cmt5b gencldm6 plpak3 titan2 condemn gendm2 plpak4 trallefinal cpm1qw genocide plpak5 trdmm4 cpm3qw geodm1 plpak6 trindm1 crdm2 gomdm2 plpak7 trindm2 dakdm1 gomdm2v2 plpak8 trindm3 dakdm2 gomdm3 plpak9 trondm1 damaul7 gomdm4 pope2 trondm2 dapak1 gomdm5 pope3 tsd dapak10 gomdm6 pope4 tumour2 dapak11 grim pope6 uarena1 dapak12 hate povdmm4 ukcldm2 dapak2 hexagonia primedm ukcldm6 dapak3 hill20 prodm4 ukooldm2 dapak4 icearena psycho ukooldm3 dapak5 id3 pushdmm4 ukooldm4 dapak6 ikdm9q1 q1_q2dm1 ukooldm6 dapak7 imp1dm5 q1arena ukooldm8 dapak9 imp1dm6 q1arenax ukpak1 darkthree impdm2 q1base1 ukpak2 dead impdm3 q1edge ukpak5 debello inerb18b q1q3cpm4_beta4 ukpak6 del1 infect q1q3dm14 ukpak8 dm1 insomnia q1q3evolution_beta2 ultrav dm1a jadm1 q1q3hektik unddm1 dm2dmm4 jndm6 q1q3monsoon unddm2 dm3 jrdm1 q1q3ospdm5 utressor dm3hill jrdm2 q1q3phrantic vdm2 dm3ish jvoxdm2 q1q3solid vdm3 dm4 jvx1 q1q3thunderstruck vendetta dm4ish kdmw q1q3tourney4 vision1 dm5 kikdm3 q1q3toxicity_beta6 warfare dm5a kikdm6 q1q3vertical_beta5 warfare2 dm6 kingdom q1tm_speedy warfare3 dm6dmm4 kjdm12 q2dm7 wildtest dm6quad kjdm13 q3dm6qw xl1dm1 dm7 klzinsanity qffldm5 xl1dm2 dm99a klzvob qtdm1 xl1dm3 dm_cepheus kz1on1a qtourney2 xl1dm4 dmfdm2 lacrima quadrock xl1dm5 dmm4_1 lady ranbase xl1dm6 dmm4_3 leaks rapture1 xl1dm7 dp6 lilith rapture2 ztndm1 dranzdm6 lock rarena3 ztndm2 dranzdm7 magus ravage ztndm3 dranzdm8 maricsq1_1 ravage2 ztndm4 dsn maricsq1_2 razzi ztndm5 duel1 matdm1 rev68 ztndm6 e1m1 matdm2 rf2 ]/addbot dm-cepheus is not a supported map. type maps for list: Edit.: I think the problem is the _ (underscore) in the map name, it should be a hyphen instead. https://tinyurl.com/qwbrasil - QuakeFiles
Member 14 posts
Registered: Jul 2015
Mick said the opposite, that hyphen is a problem. I'm gonna stick to just letters and numbers next time.
Member 343 posts
Registered: Feb 2006
Yes, frogbot can't compile with (-) in the mapname And frogbots doesn't own anything without shaft ProjectQ1Q3, Frogbot Waypoint and Map Conversion Tutorial @ http://mickkn.mooo.com
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