Wirehead Studios

Wirehead Modifications => General Development ('Laced Neptune') => Topic started by: Devlar on 2003-02-08, 07:07



Title: Sever The Sphinx (Beta 1 Download)
Post by: Devlar on 2003-02-08, 07:07
This is a large 6+ Egyptian Themed Arena based on the Doom map Sever the Wicked (DE4M3).

Screenshots
http://devlar.topcities.com/devsever.htm (http://devlar.topcities.com/devsever.htm)

Download (5.8 Megs)
http://www.infosprite.com/modules.php?name...download&cid=16 (http://www.infosprite.com/modules.php?name=Downloads&d_op=viewdownload&cid=16)


Title: Re: Sever The Sphinx
Post by: Phoenix on 2003-02-08, 11:08
Ooooh, very nice looking!  Must try the beta!  I love the Egyptian theme, makes me all homesick.  I'll be very happy fragging here I think.  Doom and Egypt, what more can you want?  Makes you wonder if Sam isn't about to join in for some coop!  :P


Title: Re: Sever The Sphinx
Post by: Daedalus on 2003-02-08, 15:40
omigosh,  NICE... *drools*

and i havent even played it yet!
*slaps his modem, download faster dammit!*

Im SO going to play Hunt on this


Title: Re: Sever The Sphinx
Post by: Daedalus on 2003-02-08, 17:19
ok, im going to be nitpicky

http://sentience.b0x.com/shot0041.jpg (http://sentience.b0x.com/shot0041.jpg)

and

http://sentience.b0x.com/shot0043.jpg (http://sentience.b0x.com/shot0043.jpg)

Refresh if the pics dont show..

They should be self explanatory :)


Title: Re: Sever The Sphinx
Post by: ReBoOt on 2003-02-09, 00:08
Cool Downloading..


Title: Re: Sever The Sphinx
Post by: Devlar on 2003-02-09, 00:30
Hey, I want everyone to be nitpicky that's why I release betas ^_^

As for this first one, I'm fixing that as we speak, the second one, well there is no spawn point there, there is an invisibility but no spawn point... If you spawned from there, I'd be a bit confused

EDIT - I'd also like to thank who ever reprogrammed the bots for generations cause they seem to play the whole map a great deal better as opposed to the vannila quake bots


Title: Re: Sever The Sphinx
Post by: ConfusedUs on 2003-02-09, 00:57
Good work devlar!

Other than the things mentioned above, I only have two complaints, show in the following shot:


Title: Re: Sever The Sphinx
Post by: ReBoOt on 2003-02-09, 03:21
Yeah a very nice map devlar! everything's seems to be fine except what con showed and that spiral stair, the stair's seems not be aligned.
and you might add more health and armor those are quite hard to get and maybe there should be more weapon respawning points, have not tested the bot's yet i'll do that tomorrow.

that egyptian texture set really fit right in i really like it!

Good Work!


Title: Re: Sever The Sphinx
Post by: Daedalus on 2003-02-09, 03:35
whatever it was, i seemed to find alot of bots just sitting in that alcove doing nothing at all

probably because
A.) they cant get back up (they are too stupid to rocket jump out)
and
B.) they dont wanna go in the lava, which btw....

is a bit weak, if you constantly jump, you only take about 1 dmg per second in that lava. :thud:


Title: Re: Sever The Sphinx
Post by: ConfusedUs on 2003-02-09, 03:40
Personally, I LIKE the low-damage lava. It should be a HAZARD not a friggin DEATHTRAP.

I've always hated the q3 standard lava damage, and even the SLIME damage is excessive.


Also, I haven't played it with PEOPLE yet, so I don't know how well it connects and plays. Perhaps someone can put up a server running the map?


Title: Re: Sever The Sphinx
Post by: Daedalus on 2003-02-09, 03:49
i agree that the VQ3 lava/slime is overpowered, but thats a little low, should maybe be 10 dmg per second instead of 5
or however much it was, correct me if im wrong :)


Title: Re: Sever The Sphinx
Post by: Devlar on 2003-02-09, 09:30
The original doom damage was 5, and that's where I'm keeping it
Yeah I'm aware of the place they get stuck after grabbing the invisibility, I'm tried everything and they just wont jump in the lava so, that's that

As for more health and armor, I'll see what I can do without totally destroying the gameplay. I personally think it works quite well now, no weapon is super far from any piece of health

EDIT - I fixed the stairs already, the guys at Quake3World found that for me


Title: Re: Sever The Sphinx
Post by: Phoenix on 2003-02-09, 11:19
Hmm... I wonder if there's some way you could "toss" the bots into the lava without it tossing a normal player into it?  I don't know much about mapping in that respect, although if push comes to shove you could put a small barrier in there that would trigger on invis pickup and shove ANYONE in.  Cheap, but it would keep the bots from camping there.  I got the grate problem too, but at a longer distance.  Personally I think the feel of the map is good.  Lots of twists and turns, although if I remember wasn't there a berserk pack on the original?  Medkit = berserk in Gen.  I don't remember if there was a BFG on the original map or not, don't think there was, but if I'm wrong I'm curious as to how it would play with one.  As it is it plays good so far.  I loaded up Doom, Phobos, Crash, and Klesk, and the variety on the gameplay was quite good.  They tended to congregate around the main downstairs, which in a real game would probably happen anyway.  I saw them use everything from the pistol to the plasma rifle.  So far I love it.  The map could use some more shadowing, a LOT more shadowing, in the hallways.  Egyptian tombs had a tendency to be dark except for where the torches were on the walls, afterall.  It will also show off dynamic lights really good once additive lighting is completed.  I say enough ambience to keep the halls visible but not overly bright, and with the torches lighting up their respective areas could look really polished on an already great map.  I'll load it onto the beta test server so our beta crew can test it live if they have the map and want to load it on the server with the latest test build.  :)


Title: Re: Sever The Sphinx
Post by: Devlar on 2003-02-09, 12:04
That's Genius! But rather than hooking it up to the entity of the invisibility I'll put a trigger down on that area with a Func_plat with a Botclip brush. Although I'll need to figure out how to make the sound turn off on the func_plat brush. Bloody good Idea Phoenix


Title: Re: Sever The Sphinx
Post by: Daedalus on 2003-02-09, 13:44
It did have a beserker.. it was right next to the invisibility

About the grenade launcher placement... you could make it into the "exit" but say have it take you to the first room of the next level E4M4, which could contain the grenade launcher

Would be good idea IMO  :thumb:  :daddy:

Ok, just played the first room of Unruly Evil (E4M4)
Its a good layout and doesnt go on and on :)

The choice is yours


Title: Re: Sever The Sphinx
Post by: games keeper on 2003-02-09, 20:04
dead please release barrels of fun first .

and those anone knows her snugglebunny is ???


Title: Re: Sever The Sphinx
Post by: Daedalus on 2003-02-09, 22:52
gameskeeper, please read what i say properly before saying shit :)
you'll look alot less stupid

i wasnt saying i was going to map Unruly Evil, i was just giving a suggestion as to what dev could do for the exit of Sever the sphinx.

Btw, i keep reading the name of the map as Sever the sphincter :D  :thud:  :idiot:  :laser:  :wub:


Title: Re: Sever The Sphinx
Post by: Devlar on 2003-02-10, 06:49
I want to know one thing, do any of you have a problem with the continuity and gameplay of the map so far? with the exception of the invisibility thing?

As for the berserk, I'll put it on the map if someone can tell me where it wouldn't unbalance the map, putting it right next to the invisibility is suicidally unbalancing

The following things are on either my done or to-do list for the next beta
- Fixed the Bevels around the jumppads
- Fixed A texture unalignment
- Fixing fence disappearing (the shader is being a bloody bastard)
- I'm still debating with myself as what to do with that las corridor, I might just turn it into the same one as the earlier one to preserve the theme. I will probibly decrease the amount of lighting in that last corridor

Anything else that should be on this list?


Title: Re: Sever The Sphinx
Post by: ReBoOt on 2003-02-10, 09:25
Since the berserker only works in melee it might be ok to even place it near other powerups.

I have a question for you devlar what q3map do u use? and with which swtiches?


Title: Re: Sever The Sphinx
Post by: Devlar on 2003-02-10, 12:01
Your standard GTK final
Q3map2 -bsp -vis -light -fast -filter -super2 -bounce 8 BSPC -optimize -forcesidesvisible

Yes but if I add berserker it'll show up as a medikit in vannila quake3

No comment on my continuity?


Title: Re: Sever The Sphinx
Post by: Daedalus on 2003-02-10, 17:00
Continuity is good, you chose a good map to remake, it isnt the standard start--switch--finish layout.

However i still think you should get rid of the GL, put a tele there and include the first room of the next map :) :thud:


Title: Re: Sever The Sphinx
Post by: ReBoOt on 2003-02-10, 21:08
hehe your -light time must be quite long.. try to reduce bounce to 6 or 4 when using radiosity you should use as few light's as possbile otherwise the map get overbright and shadow less.

true but still the "berserker" is a holdable powerup don't really matter where u use it..
but you know...you can always place it elsewhere you don't have to stick to the orgininal lvl.


Title: Re: Sever The Sphinx
Post by: Devlar on 2003-02-11, 00:16
Bounce shouldn't increase the amount of light in the map, in fact when i don't use bounce at all it looks more or less the same
My build time is about 15 minutes BTW

I will put the Berserker in the same place as the Megahealth, team them up so it works perfectly for balance


Title: Re: Sever The Sphinx
Post by: Lunatic Guy on 2003-02-11, 05:23
Quote from: Phoenix
Ooooh, very nice looking!  Must try the beta!  I love the Egyptian theme, makes me all homesick.  I'll be very happy fragging here I think.  Doom and Egypt, what more can you want?  Makes you wonder if Sam isn't about to join in for some coop!  :P  
Sam? Serious Sam?


Title: Re: Sever The Sphinx
Post by: dev/null on 2003-02-11, 15:24
Quote from: Lunatic Guy
Serious Sam?
I would assume so...

Anyways, nice map Devlar. The Egyptian theme makes a welcome change, but I never really played Doom much so I can't compare it with the original.


Title: Re: Sever The Sphinx
Post by: Daedalus on 2003-02-11, 16:47
Its very accurate, i like some of the altered stuff, like the jumpads instead of lifts. Quite welcome changes. Some of the buttons have been left out though, like the one near the wireframe structure thingy... cant remember what these activated though :)... probably best without them

V. Nice :D


Title: Re: Sever The Sphinx
Post by: Devlar on 2003-02-11, 22:45
At this point I'm not really concerned with whether or not it lives up to the original, I just want to know if the gameplay works. I had one person tell me that this map had more dead ends than was allowable, I'm just wondering if anyone else thought that

More Chages
- Added the Medikit teamed it up with the Megahealth so it works perfectly
- I think I'm gonna add a Bot DO NOT ENTER around the Invisibility, because I can't seem to push them off with a botclip, since as i found out, botclips aren't actually inserted into the BSP only the AAS.
- I lowered the lighting in the entire level except for the basement by almost half, so there is more shadowing, It forced me to add 2 extra lanterns in the railgun room
- Added another info_player_deathmatch around the exit platform because I cannot get the bots to jump into the trigger_hurt, they all seem to think it'll instantly kill them

There are actually a few buttons missing, the one your thinking of raised a platform between the shotgun platform and the invulnerability platform. I took it out because this way it forces you to jump into the goo to get it, or at least trick jump over


Title: Re: Sever The Sphinx
Post by: ConfusedUs on 2003-02-13, 02:36
I have to say...this map ROCKS in Hunt. The big courtyard was home to many many large battles.  :hat:


Title: Re: Sever The Sphinx
Post by: Daedalus on 2003-02-13, 17:35
Devlar, you can get to the Pent REALLY easy from the GL balcony,
and getting to that lower door up to the GL balcony is easy without hitting the lava, just gotta hug the wall :D

In all honesty, i still think that is the best place for the pent...

so still no possibility of mapping the beginning of the next map into it? :)


Title: Re: Sever The Sphinx
Post by: Devlar on 2003-02-14, 03:20
That was the point, because you have to walk around to get it, so it just takes time from when it spawns, honestly none of the powerups are difficult to get just time consuming, that was the point

As for the next level, no that would kill continuity, i tried it, it was bad

I'm gonna prepare my final in a bit