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History Public Beta https://www.quake3world.com/forum/viewtopic.php?f=10&t=34579 |
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Author: | Hipshot [ 11-13-2007 04:04 PM ] |
Post subject: | History Public Beta |
Hello http://www.zfight.com/misc/files/q3/history.rar ~30MB No Bots (will come later). Pretty fun in FFA, but really stands out in TDM. Edit: This is a revamp version of this map viewtopic.php?p=477479 it was made because a lot of players like the map, but they did not like the void. Removing the void and replacing it with something else took almost as long as making the original level =) Please do compare them... Edit 2: Fuck I forgot to credit Shaderlab in the readme, soz about that, gonna chnage it for next update where I will try to get the bots working... From the Readme: ============ Minor lightmap errors. No bots. Minor UV-errors on terrain. Could be VISed better. Good Night =) |
Author: | rgoer [ 11-13-2007 04:35 PM ] |
Post subject: | Re: History Public Beta |
visually stunning map, but performance isn't the best... with a geforce 8800 GTX I'm getting 30-40 frames (at 1920x1200 cg_fov 120) I'm going to try and get a game together with some buddies of mine to give you some gameplay feedback |
Author: | Hipshot [ 11-13-2007 09:29 PM ] |
Post subject: | Re: History Public Beta |
rgoer wrote: visually stunning map, but performance isn't the best... with a geforce 8800 GTX I'm getting 30-40 frames (at 1920x1200 cg_fov 120) I'm going to try and get a game together with some buddies of mine to give you some gameplay feedback You should get stable 125 on this level. The highest tri-count is ~17 I think and everyone that played it had a full 125 FPS. You need to start Quake with the nosmp.exe if you are not doing so, or you need to set your drivers (nV) for single core on the Quake3.exe. http://www.esreality.com/?a=post&id=1391897 It's a known problem with nVidia 8800 series and thier drivers, not the same problem on GF7. I noted it when I got a new computer at work, my own Q3 levels dropped so much in FPS, from stable 125 before and at home, til like 40 at work with my brand new computer. You don't get the error with simpler graphics in other levels, like iDs own level... |
Author: | v1l3 [ 11-13-2007 10:39 PM ] |
Post subject: | Re: History Public Beta |
Looks interesting in the pic...looks like some of the textures you used in hipshot_dm6. I'll d/l it when you have working bots...I'm on dial-up and in the amount of time that it takes to get through 30mb, I'll wanna play it. |
Author: | Hipshot [ 11-13-2007 11:17 PM ] |
Post subject: | Re: History Public Beta |
v1l3 wrote: Looks interesting in the pic...looks like some of the textures you used in hipshot_dm6. I'll d/l it when you have working bots...I'm on dial-up and in the amount of time that it takes to get through 30mb, I'll wanna play it. :shrug: You really need to get yourself a real line =) The map is a revamped version of the "dm6" one I released last year =) Like 50% bigger... |
Author: | rgoer [ 11-14-2007 10:21 AM ] |
Post subject: | Re: History Public Beta |
ah thanks for the tip re: nvidia control panel and q3 threading controls--that fixed it, now I'm getting 125 fps as expected |
Author: | r3t [ 11-14-2007 02:10 PM ] |
Post subject: | Re: History Public Beta |
Very cool looking map! It's been a while since I downloaded a new Quake 3 map, but this one I just couldn't resist :-) |
Author: | Fjoggs [ 11-15-2007 10:08 AM ] |
Post subject: | Re: History Public Beta |
Excellent textures. Really good job! Regarding gameplay, are you aiming for a competitive item placement or more funbased? The current leans alot towards the latter, but if you want I could come up with an alternative layout. EDIT: nvm, talking to voodoochopsticks so he'll hear my ideas |
Author: | LANKe [ 11-16-2007 05:28 PM ] |
Post subject: | Re: History Public Beta |
I'm having issues. That map crashes when loading. No console errors. |
Author: | g0th- [ 11-17-2007 07:47 AM ] |
Post subject: | Re: History Public Beta |
Excellent map. I like you texturing style, it's very unique and it looks really good. The only thing That I didn't like would be in the regeneration room and the connecting YA room where the red walls meets the grey/white walls. Also if you move from quad to RA you pass a little "room" with caves on the right side. Perhaps a pillar in the corner could be something to add there to make it look a bit more stable and structural. This is especially noticeable when you're watching it from the ground above, but the later its just a minor thing. I didn't have any fps issues at all, +32000 and 6800 on 1600x1200 resolution. |
Author: | Scourge [ 11-17-2007 07:45 PM ] |
Post subject: | Re: History Public Beta |
LANKe wrote: I'm having issues. That map crashes when loading. No console errors. Have you tried it on a clean install? No mods, extra maps, etc? |
Author: | LANKe [ 11-17-2007 08:52 PM ] |
Post subject: | Re: History Public Beta |
I just installed quake 3 again... No mods, or maps added. |
Author: | Scourge [ 11-17-2007 08:53 PM ] |
Post subject: | Re: History Public Beta |
Silly question, is it updated to 1.32c? Also, have you tried any other custom maps on it? If so, what was the result? |
Author: | LANKe [ 11-17-2007 09:03 PM ] |
Post subject: | Re: History Public Beta |
What's 1.32c? No, I'm just kidding. Ya, I've updated, and tried out custom maps. They work fine. |
Author: | Hipshot [ 11-18-2007 05:45 AM ] |
Post subject: | Re: History Public Beta |
There should be no problem installing and playing the level, I always tests my map in a clean .32c folder with no other maps. So the problem must be local. Fjoggs wrote: Excellent textures. Really good job! Regarding gameplay, are you aiming for a competitive item placement or more funbased? The current leans alot towards the latter, but if you want I could come up with an alternative layout. EDIT: nvm, talking to voodoochopsticks so he'll hear my ideas Actually I'm not aiming for anything, it's just that I don't really play Q3 so I don't know exactly how to place items on a pro level, I place then so the map plays good in free for all kinda, these days I don't release the maps before I've play tested them also, so the quality is at least for the casual player. If you wanna come up with a better itemplacement that doesn't alter the physical layout of the level I'm fine and open for all suggestions, if you tell chopsticks he is sure to tell me. He also suggested that I post the level in the promode forums, which I will do when I sorted the more common bugs. g0th- wrote: The only thing That I didn't like would be in the regeneration room and the connecting YA room where the red walls meets the grey/white walls. Also if you move from quad to RA you pass a little "room" with caves on the right side. Perhaps a pillar in the corner could be something to add there to make it look a bit more stable and structural. This is especially noticeable when you're watching it from the ground above, but the later its just a minor thing. It's just my laziness that hasn't made a proper cross texture from the red to the white and also that I in some way like the sharpness, even though it would fit better with let say a golden trim texture that separates the red and the white. I'm not entirely sure what you mean with the latter, can you maybe screen and paint for me? Scourge wrote: I've run it on a clean install with no problems. Vid card drivers up to date? Uninstall the map and redownload and install? btw, Hipshot, you need to look into your clipping. Didn't see this mentioned anywhere else, sorry if it was. IMAGE Thanks, last minute miss thing =) I extended the roof for the lightmap to become better, guess I forgot to add a clip plane there |
Author: | g0th- [ 11-19-2007 07:23 AM ] |
Post subject: | Re: History Public Beta |
g0th- wrote: The only thing That I didn't like would be in the regeneration room and the connecting YA room where the red walls meets the grey/white walls. Also if you move from quad to RA you pass a little "room" with caves on the right side. Perhaps a pillar in the corner could be something to add there to make it look a bit more stable and structural. This is especially noticeable when you're watching it from the ground above, but the later its just a minor thing. Hipshot wrote: It's just my laziness that hasn't made a proper cross texture from the red to the white and also that I in some way like the sharpness, even though it would fit better with let say a golden trim texture that separates the red and the white. I'm not entirely sure what you mean with the latter, can you maybe screen and paint for me? Here's 2 images explaining what I mean. Blue lines is supposed to be a pillar of some sort like the one you have on the right side. |
Author: | LANKe [ 11-20-2007 08:05 PM ] |
Post subject: | Re: History Public Beta |
Sorry, for the delayed reply, but I got this map working, and it runs fine. It needs some player clipping though. I RJed over a wall and got stuck. I had to /kill |
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