Title: map: req1e1m5 - Update (Yes it still lives) Post by: ReBoOt on 2003-03-01, 01:40 i've been devoting all my time for this map, for you who been around for awhile knows that this is the first map i started to make, it's been on ice for awhile but now i've done some serious work, release of this baby don't seem to far away now.
Been doing game test on this map and gameplay feels damn good! the doom class will frag you in the close corridors, slipgate will blast you away with his rocket, strogg will rail you and earth will roast you :) changes/bugs added lots of details/new functions changed the terrain changed terrain textures added quad glow at quad teleporter fixed shooters added bot weights added map models started to make phong shaders added more weapons changed yellow armor secret Screenshots: http://medlem.spray.se/reboots/quake3/maps...m5/req1e1m5.htm (http://medlem.spray.se/reboots/quake3/maps/req1e1m5/req1e1m5.htm) now i do want to test this map aginst real ppls hopefully i'll release a beta of it next week. As always comments and suggestions are welcome! Title: Re: map: req1e1m5 - Update Post by: dev/null on 2003-03-01, 03:47 Wow... I like the flaming sword :) I'm not so sure about the glowing Quake symbol on the floor though, looks kind of weird there *shrugs*
Title: Re: map: req1e1m5 - Update Post by: Lunatic Guy on 2003-03-03, 02:34 I would say it's a nice looking map. But the waters outside the castle should look dirty and muddy. And perhaps you could add some fogs in the castle? These are just my suggestion... but perhaps you could consider it?
And again, it's a nice map. By the way, do you have traps in this castle? Title: Re: map: req1e1m5 - Update Post by: ReBoOt on 2003-03-04, 20:11 well the quad logo is so far just a test..dunno if it will be there..
about fog/water i did a "fog" shader for the water but for some strange reason it went completly black... i'll get back making those shaders once again. Yes all the traps that where in the orginal q1 map is there, tho so far there are shooter_plasma instead of shooter_nails. There will be shooter_nails when pho and Lt-phil finish those gen shooters. did some changes on the read armor room yesterday, but since i've catch a evil cold, im way to sick to do anything tday :/ Title: Re: map: req1e1m5 - Update Post by: Arno on 2003-03-04, 23:46 Very sweet looking map, ReBoot!
Those bricks that stick out, the flaming sword, the bridge outside, all nice eye-candy. That blue Quake symbol looks a bit out of place as the blue effect seems to be coming from nowhere. Maybe you can carve a bit into the floor. Does the effect fade in and out? I can't tell from the screenshot but that would be a cool effect, I think. Nice screenshots! Title: Re: map: req1e1m5 - Update Post by: Phoenix on 2003-03-05, 01:13 I'm working on those shooters fast as I can, I want them ready for you and Phil as soon as possible. The original Q1 map if I recall actually had a floor shadow instead of a glow for the Quad area. Maybe an alpha-blended decal would work if doing a lightmap effect would be too difficult. I always thought it was neat since the shadow came from nowhere.
The map itself looks very nice. I've never been fond of Q1, but so far I like it. VERY nice effects on the lava, I like the dark areas lit with red glow. :) Title: Re: map: req1e1m5 - Update Post by: ReBoOt on 2003-03-05, 22:15 Thanks guys :) hmm yea the quad symbol do look quite funny and i've been trying to make a "quad shadow" but when it comes to making textures i suck period. maybe if Tabun got some free time over he could make a quad shadow texture?, should be a pice of cake with his pixel prodding skills.
Or if anyone around here feels up for the challange feel free to make one! well now the "lava" effects looks even better when i darkend the sky :) anyway i did recive a not so nice letter from my webprovider: they will move the datacenter from paris to stockholm when they do this move (will take approx 7days) i can't update my site!!! grrr... so i'll have to use my old and slower webstorge.... :thud: *UPDATE* quad shadow texture is not needed anymore..got an suggestion from tab by using the Q1 font.... thanx for the tip tab. why did'nt i thought about that in the first place.../me *slaps himself* Title: Re: map: req1e1m5 - Update Post by: Lunatic Guy on 2003-03-06, 10:26 Can I still give suggestions?
Why not make the whole place looks old and rusty, instead of making it looking brand new? Continue to try the fog shader for the water, and also making the waters murky... and also, put some fogs inside the place. I think that quad on the floor looks nice... is it possible to make the color change automatically? Also, I think you should make a secret area... it can be a small room with full ammos and weapons... :) Most important, banners! :D Title: Re: map: req1e1m5 - Update Post by: dev/null on 2003-03-06, 15:24 I wonder if there's a specific name for fetishes involving secret areas and banners?
Title: Re: map: req1e1m5 - Update Post by: ReBoOt on 2003-03-06, 20:31 Lunatic Guy: course you can give suggestions the map ain't finished yet that's why i made this post in the first place, to get suggestions and comments :)
It may not be so visible but i have made the place rusty and worn out, some walls miss bricks cracks in the floor and so on, im planning to make the lvl look even more old. Bout the waters i do have another idea.. i'll upload a screenshot once im done with the waters. i will place fog where it's possible if you got lot's of curves/details in a lvl, fog brushes can kill your FPS and result in high r_speeds. Also another thing when using curves and fog if you let a curve brush go thru a fog brush the cruve brush will crack...don't ask me why it just do that.. Im gonna try the shadow quad this time, might try something with the light quad too, course you can change the colors change. And making a secret room full with weapons n ammo is an bad idea, that whould cause serious unbalance in the game. tho i am planning a "funny" secret. Sure i whould use gen banners if there actually where any..might try to make some myself Title: Re: map: req1e1m5 - Update Post by: Lunatic Guy on 2003-03-07, 10:23 Quote from: dev/null I wonder if there's a specific name for fetishes involving secret areas and banners? ???Title: Re: map: req1e1m5 - Update Post by: dev/null on 2003-03-07, 15:24 I'm just messing with you Lunatic Guy :thumb:
Title: Re: map: req1e1m5 - Update Post by: Lunatic Guy on 2003-03-09, 14:25 One more thing( I guess): Will there be music in this map?
Title: Re: map: req1e1m5 - Update Post by: ReBoOt on 2003-03-09, 20:10 Only q3 default music. why? cuz i can't upload large files on my crappy 56 modem.
Title: Re: map: req1e1m5 - Update Post by: Lunatic Guy on 2003-03-10, 01:10 Oh, I thought it's boring if we use the same original soundtrack of Q3A... but what about the sound effects in the map? I mean, the ambiences, or stuff like that?
Title: Re: map: req1e1m5 - Update Post by: Phoenix on 2003-03-10, 05:24 Doing fog brushes in water may not be necessary unless you want the water to be a specific color. I'm planning on implementing a client-side effect that will fog the water, slime, and lava for anyone who takes a dunk as soon as you submerge. Think Q2 here, you'll see what I mean.
Title: Re: map: req1e1m5 - Update Post by: ReBoOt on 2003-03-10, 09:12 lunatic guy: well im sorry but the q3 default sound track will have to do.
Course there's ambience sounds in my mpa, the torches crack, you hear lava and water for eg. Phoenix: that whould be cool pho :) i'll wait using fog brushes underwater then. Title: Re: map: req1e1m5 - Update Post by: Lunatic Guy on 2003-03-10, 10:34 The waters outside the castle should have some sounds of frog croaking...
Title: Re: map: req1e1m5 - Update Post by: ReBoOt on 2003-03-13, 20:42 A little update: http://medlem.spray.se/reboots/quake3/maps.../req1e1m5r1.htm (http://medlem.spray.se/reboots/quake3/maps/req1e1m5r1/req1e1m5r1.htm)
Title: Re: map: req1e1m5 - Update Post by: Angst on 2003-03-13, 21:19 Quote Doing fog brushes in water may not be necessary unless you want the water to be a specific color. I'm planning on implementing a client-side effect that will fog the water, slime, and lava for anyone who takes a dunk as soon as you submerge. Think Q2 here, you'll see what I mean. Interesting thought pho, but what happens if you dunk a player in a water brush that already HAS fog? :unsure:Title: Re: map: req1e1m5 - Update Post by: Lunatic Guy on 2003-03-14, 07:57 About the first picture of your updated map... why is there a lava in the water?
I think the level still doesn't look old enough... Title: Re: map: req1e1m5 - Update Post by: pepe on 2003-03-14, 10:38 looking good reboot
and no im not dead but i have an exam period right now and thats why im not around is the lighting finished? and is that the final skybox? it would be nice if it wasnt high noon in the lvel so thered be more shadows or something Title: Re: map: req1e1m5 - Update Post by: ReBoOt on 2003-03-14, 19:16 Lunatic guy: why? because i just felt testing how things whould look with lava in the water, im testing lots of stuff u know :)
Pepe: the lightening is not finished, some areas are way too dark others a bit too bright, and no i've thought about using a more realistic skybox, nothing decided tho, so if anyone knows any good skybox let me know. Anyway i've been working quite much on the map today, changed some rooms. i might release a beta to selected ppls in the weekend, im not sure yet cuz there's still things i wanna finish first. ah well i wonderd where you was pepe :) finish those exams and come back online! Title: Re: map: req1e1m5 - Update Post by: Lunatic Guy on 2003-03-15, 05:42 Why not recolor the skies insttead? Make it red? Or turn it the same color like this original's map sky color in Q1?
Title: Re: map: req1e1m5 - Update Post by: Moshman on 2003-03-17, 04:14 WOW
You are indeed a very gifted mapper! Title: Re: map: req1e1m5 - Update Post by: ReBoOt on 2003-03-17, 21:57 I've downloaded some skies and im about to test them tomorrow i'll show some pics on them ingame.
Yesterday i worked at the lights in the lvl some areas was way to dark should be ok now, i had plans on releasing a beta but i did'nt have the time to finish it, and i also discoverd a nasty bug i had to kill. Anyway this map will be released hopefully around the time when Gen 99c is released, there's only minor things left to do on this map i only want to test it online once to see how the game flows, maybe change some items or two. Thnx Washu but i don't think im a "gifted mapper" yet but i am improving :) Title: Re: map: req1e1m5 - Update Post by: ..::WHAT!? on 2003-04-10, 23:15 That level is looking damn good to me! I didn't even know what level you were talking about from the title you gave but then I saw those screen shots and it brought it all back, I say its a great job. :thumb: The only thing that I think could make it better is a dark sky and some merky water B)
Title: Re: map: req1e1m5 - Update Post by: ReBoOt on 2003-04-11, 20:10 tnx
Yea i've changed the sky i'll put up some new screens someday, hopefully i'll get time for mapping this weekend. but you know sometimes real life takes lot's of your time Title: Re: map: req1e1m5 - Update Post by: dev/null on 2003-04-11, 20:24 Yeah... Stupid real life
/me beats Real Life with a claw hammer Title: Re: map: req1e1m5 - Update Post by: Daedalus on 2003-04-24, 11:07 Holy intricate roof architecture batman!
Thats awesome dude, keep it up. I want to hug you ^_^ Title: Re: map: req1e1m5 - Update Post by: ReBoOt on 2003-05-12, 20:51 Lol thanks daed :)
And yes i know it was somewhile since i updated this thread but i am working on the map also i released a beta to some ppls at #wirehead anyway here's a update: Water is now "foggy" "murky" Changed sky texture New roof at GL Changed the damage on the crusher to the exactly same damage as the quake 1. Crusher got stucked prob fixed. Cliped the walls better. Did some changes on the hint brushes. Fixed sparklies on windows. Changed door at yellow armor. Made some changes on the terrain. Added a bot clip on the door with health, bot have probs with door with health, stay away from using those if possible or seal the area of for bots using a clip! I *might* upload some screens tomorrow. Title: Re: map: req1e1m5 - Update Post by: Lilazzkicker on 2003-05-13, 14:29 Looks nice, and the bots seem to navigate it well.
Title: Re: map: req1e1m5 - Update Post by: Thomas Mink on 2003-06-02, 03:22 Looks nice, man. Perhaps I should try to finish my work on.. q1e3m.. uhhh... e3m something, rofl. I can't even remember... sad. Problem is.. I forget where I left off and I remember that I wanted to change something, but I forget what.
Would be nice to have 2 maps under my belt instead of just one... Yes, I think I will try to finish it. Looking at sweet looking remade maps makes me want to finish... :) Title: Re: map: req1e1m5 - Update Post by: ReBoOt on 2003-06-02, 08:07 tnx man.
Hehe yea i know sometimes you just don't want to map :) yea finish that map spawn, once youve started work on it again things should go much easier. btw for all u ppls thinking bout mapping the hardest part with mapping is to actually finish the map, once you've released your first map things will go much easier. |