Q3A: final version of spirit3t1 - prejudice

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
Post Reply
dichtfux
Posts: 571
Joined: Thu Feb 02, 2006 10:51 pm

Q3A: final version of spirit3t1 - prejudice

Post by dichtfux »

Hi everybody,

I've done some improvements to my map prejudice after playing it for some weeks and I do now consider it final. It was designed for CPMA but you can also play it in vq3.


It is available from my website or via this direct link.

Screenshots:

Shot 1:
Image

Shot 2:
Image

Shot 3:
Image

Shot 4:
Image

Any comments welcome.
v1l3
Posts: 822
Joined: Wed Apr 02, 2003 8:00 am

Post by v1l3 »

I downloaded it way back when it was in the map queue at ..::LvL, and my only thought on it is that it's too wide open. I like the double jumping over the green lava..
I just downloaded your other map beta you just popped up in the other topic...I'll check that out, and say something tomorrow.
dichtfux
Posts: 571
Joined: Thu Feb 02, 2006 10:51 pm

Post by dichtfux »

it's not the version that was in the map queue over at lvl. some changes have been made to that version :

* replaced YA/bridge with RA
* removed RG/bridge
* added teleporter from castle front to MH jumppad
* shielded RG room from small yard
* some ramps for cpm-physics jumps added
* 2 of the SGs now appear in TDM only
* fixed missing texture bug
* fixed texture mis-allignments in same places
* many clipping issues fixed
* reduced depth of green acid pool (biots didn't get it to jump out)
* added armor shards near PG
* added LG ammo pack in central room
* moved some ammo around

only few brushes have been changed though and the "too wide/narrow"-issues still persist. i'll make it better with the next map, this one is finished. thanks for your thoughts.
[color=#FFFFFF][url=http://maps.rcmd.org]my FPS maps[/url][/color]
v1l3
Posts: 822
Joined: Wed Apr 02, 2003 8:00 am

Post by v1l3 »

It's definitely fun movement-wise, as alot of it lines up well...I dunno whether I would have kept the railgun in it though.
Todtsteltzer
Posts: 93
Joined: Thu Nov 28, 2002 8:00 am

Post by Todtsteltzer »

Hmm, there are some missing textures:

Code: Select all

trying textures/sfx/portal2_sfx.TGA...
trying textures/gothic_light/ironcrossltred.TGA...
WARNING: R_FindImageFile could not find
'textures/gothic_light/ironcrossltred.tga' in shader
'textures/gothic_light/ironcrossltred_4000'
Shader textures/gothic_light/ironcrossltred_4000 has a stage with no image
It seems the portal2_sfx.TGA error (teleporter) results from another custom map in my test folder, but the others are missing even when your map is the only one in this folder.
v1l3
Posts: 822
Joined: Wed Apr 02, 2003 8:00 am

Post by v1l3 »

That stuff is in the mapmedia.pk3 ..I didn't even notice it because I always have that .pk3 in my baseq3 folder. It's better to always keep that .pk3 in there, since there are so many map makers that make the error of leaving out textures from it. =/ To many.
dichtfux
Posts: 571
Joined: Thu Feb 02, 2006 10:51 pm

Post by dichtfux »

dammit, i added that texture, seems i forgot to change the references in the mapfile from 'textures/gothic_light/ironcrossltred.tga' to 'spirit3t1/ironcrossltred.tga' :-(

maybe this ain't final yet - i could also replace the teleporter texture with another one that doesnt look so crappy when you're on vertex lighting and i think i used target_push instead of target_position for the jumppad also...

EDIT:
No, I didn't mess up the target_position thingie. :-)
I fixed the texture bug, alligned one more texture (huge windows on 1 of the 4 big towers) and replaced the teleporter texture with the quakeworld teleporter. I'll have my box recompile the map tonight and update the file tomorrow.
Last edited by dichtfux on Mon Jan 15, 2007 10:02 pm, edited 2 times in total.
[color=#FFFFFF][url=http://maps.rcmd.org]my FPS maps[/url][/color]
Todtsteltzer
Posts: 93
Joined: Thu Nov 28, 2002 8:00 am

Post by Todtsteltzer »

v1l3 wrote:That stuff is in the mapmedia.pk3 ..I didn't even notice it because I always have that .pk3 in my baseq3 folder. It's better to always keep that .pk3 in there, since there are so many map makers that make the error of leaving out textures from it. =/ To many.
I know that this texture is in mapmedia.pk3 and in fact mapmedia.pk3 is in my baseq3 folder, but I always rename it (mapmedia.pk_) when testing new maps to find such errors. :p
v1l3
Posts: 822
Joined: Wed Apr 02, 2003 8:00 am

Post by v1l3 »

Woh...I did say ".pk3" a couple to many times...Um, Eh, Yeah, That..Ugh, Well, Erm...Don't do that! =P
dichtfux
Posts: 571
Joined: Thu Feb 02, 2006 10:51 pm

Post by dichtfux »

File updated.

changes :
* fixed missing texture bug
* fixed texture mis-allignments in some places
* added target_location markers for TDM (area names for drawteamoverlay 1)
* added info_player_intermission
* replaced teleporter texture
* much more clipping
* replaced red lights by white ones
[color=#FFFFFF][url=http://maps.rcmd.org]my FPS maps[/url][/color]
Post Reply