Thread: sf_void
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Old 02-23-2007
Adrien Adrien is offline
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Join Date: Jan 2007
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Originally Posted by NocturnO View Post
nice

but it's almost a copy from q3ctf4

(q3ctf4)


still, nice work !
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Originally Posted by Kanroook View Post
Reminds me of a quake3 map. Looks absolutely amazing though, uploading to SR :O.

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Originally Posted by Sauce View Post
That is absolutely amazing work for a first map! Most people will tell you to never release your first map, but I think we can make an exception for this one :wink:

The light bridges sound like a very interesting idea - I can't wait to see what gameplay opportunities they present, although a good gravnader will still be able to wreak havoc and dominate in that area. I like your maps architecture - it reminds me, as said before of a quake map.
Good catch, everyone It is indeed intended as an homage to q3ctf4, and to some extent q3dm17, on which I've whiled away many the pleasurable hour in the past.

I'm actually surprised how much it came out looking like q3ctf4, geometrically speaking, since I basically just started with "I should make one like those Quake maps!" But there you go, eh? Do what works.


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Just a few quick questions: do ammo crates, health, and suit chargers work only for their intended teams?
Yes, they're team-only. That's something I've thought of changing, since one obvious strategy would be to wall only on the glass flag ramp, to form the entirety of your base on the flag platform-- and if the attacking team could access those resources, it would probably change the situation quite a bit. Ultimately, I've left it as another of those wait-and-see aspects.

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Is the void (not the real void, but the fake void that you have created) a disposer?
Just the bottom is. The skybox goes pretty far out, but when you do happen to get a grenade out there it does look a bit odd.

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Just a suggestion: If you ever plan to re-release to fix things, woukd you put a trigger_push entity surrounding the tops, and sides of the map? Because you have used the tools/toolsblack texture (presumably) for the walls of your map, it will be hard for players to tell how far the walls extend from the platforms, and when they do reach this edge they will be abruptly stopped. Putting a trigger_push here will make the stopping smoother and will eliminate the 'boxed in' feeling. It's more of a feature than anything else, but whatever.
That's an interesting idea. I played around briefly with trigger_vphysics_motion volumes around the edges to try to simulate a larger space, but I couldn't get the effect I was looking for, though I do believe it's possible. If I do re-release, that's certainly something I'll look into.

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Nice map anyway, and happy 18th! Be sure to get plenty drunk!
Sure 'nuff

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Originally Posted by G.Ballblue View Post
Looks nice indeed -- being on a school pc at the moment, I can't do any playing, naturally. If you're getting slow framerates, which seems a little unlikely even for a big "room map" as you describe, I'd suggest this:
  • Did you use func_details? I believe those are the best brush entities to use for microscopic brushwork, particularly stuff that can't be seen from any notable distance.
  • Scale up your lightmap grid? You know that strange "3D LightMapped View" in hammer? If you have not, I suggest turning that view on, and scaling UP the light map grid on any brushes that do not recieve much direct light. Such as, detail brushes, faces on brushes that are hardly ever seen, etc.

    Remember: Bigger light map grid = less polies yet uglier lighting. Naturally, the converse of that results in more polies and prettier lighting (at least I think that's how it works.)
  • Did you use the nodraw texture on faces that would never be seen?
  • And of course some models. Those brush-based lamp posts look a bit... well, ugly I s'pose. Those were the only real eyesores I saw in all of the screens, and chances are, a low poly model would have looked much better, and done better justice for your framerates.

So yea. Hopefully I'll get a chance to play it today, since it looks damn good. I think the gameplay will come off just fine -- the ingenuity of players must never be underestimated!
Good thoughts-- I haven't really looked into those, except obviously func_detail. I'll check it out.

I'm sure I could have done better if I'd been willing to put in some props I hadn't made, but for a first anyway I wanted to make sure it was all me. Visually, I think the lamps mainly suffer from a pretty substandard material (and less texturing work than I ought to have put in); just one of the things that never wound up at the top of my list to re-do.
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