Q4 Tourney - Sunshine - Updated! - Beta 2

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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pjw
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Joined: Sun May 07, 2000 7:00 am

Q4 Tourney - Sunshine - Updated! - Beta 2

Post by pjw »

Edit: Finally stopped playing Stalker long enough to get this updated. This is feeling pretty solid and is almost certainly the final beta, barring some major revelation.

Changes:

- new MH area (in last shot below)--MH and RA are about as far apart as they can get, and it feels pretty good now.

- new custom hurty fluid

-glass is more visible and grungy

-large chainlink floors have been replaced with a grate texture--not sure if this is the final texture...

-lots and lots of grunge decals, detailing, and bits of eye-candy here and there

-frame on the grate floor for rocket jumpers

-a bit more headroom on the doorway to the long jumppad

-countless other tweaks and bits of messing-with

Still to do: ambient sounds, triggered splashies on the fluid, bot-tweaking.

The custom textures are courtesy of Evil Lair, except for the sky, which is from the talented hand of Hipshot, and the fluid, which was made with the help of the talented Fred Hooper--thanks man!

The pk4 also includes a botfile for TinMan's Sabot (v. 10) (extract to Quake4\sabot\maps\mp)

Screenies:

Image

Image

Image

Image

Bonus editor shot, if anyone cares: http://pjw.planetquake.gamespy.com/scre ... editor.jpg

Downloads (map is ~13 meg):

Fileplanet

Mirror, for the Fileplanet impaired (courtesy of Scourge--thanks man!)

Any feedback is appreciated.
Last edited by pjw on Mon Mar 26, 2007 2:28 am, edited 1 time in total.
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Scourge
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Post by Scourge »

Looks spiffy. I may actually have to break out the q4 for this one. And you're welcome. :)
A1yssa
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Post by A1yssa »

Downloading...

:)

I really like the 1st pic!
4days
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Post by 4days »

A1yssa wrote:Downloading...

:)

I really like the 1st pic!
same, and same. sunshine is good.
dichtfux
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Post by dichtfux »

Cool map, I like it. Very vertical and high connectivity. I played it before completely reading your post and you already mentioned most of the things that came to my mind:

* RA -> MH is fast
* lower YA is evil to reach and it's very predictable where you can get out once you went down there. Don't know if you noticed it but you can control both of the possible routes away from lower YA from RA/GL.

small things I noticed:

This corner looks as if something should be there, but there's nothing. (One of the former YA locations?)
Image


Maybe you should add some kind of metal or similar to the sides of this corridor. This would allow a player who failed to jump to MH from the spot above (and thus fell down on the wire floor) to RJ to the MH. Otherwise you have to run quite a bit if you messed up that jump.
Image
pjw
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Post by pjw »

dichtfux wrote: * RA -> MH is fast
* lower YA is evil to reach and it's very predictable where you can get out once you went down there. Don't know if you noticed it but you can control both of the possible routes away from lower YA from RA/GL.
Yeah, I'm still thinking about possible solutions to both those things. I don't really want to make the map bigger, but I might end up having to add another connection to the lower YA area, maybe from LG corner? Maybe I'll kill two birds with one stone, and move MH down in the new "far spot" from RA if I do, and put the YA where MH is...dunno, still pondering.
dichtfux wrote:This corner looks as if something should be there, but there's nothing.
Tele-dest. :)
dichtfux wrote:Maybe you should add some kind of metal or similar to the sides of this corridor.
Heh. There actually used to be a frame on the chainlink; I took it out because I'm a jerk. Maybe I'll add it back in...I certainly will if the MH becomes YA.

Thanks for the feedback!
dnky
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Post by dnky »

Posted f/b on d3w, as I happened to be there at the time:)
Whatever....
pjw
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Post by pjw »

dnky wrote:Posted f/b on d3w, as I happened to be there at the time:)
Thanks!
A1yssa
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Post by A1yssa »

I took a tour! :)
Nice designe!

The only things I do not apprecciate is the stairs part, too small and due I jump I use to fall into the void...and hit the ceiling with my big head!

^^
pjw
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Post by pjw »

Thanks for checking it out A1yssa!

Yeah, those stairs are pretty dangerous, but they're probably not going to change much...
A1yssa
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Post by A1yssa »

the map is not so big...but I usually get lost!

^^

I really like the big jumpad!
StormShadow
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Post by StormShadow »

sexy..
pjw
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Post by pjw »

Image

Second beta! First post updated with new info, screenies, and download links.
obsidian
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Post by obsidian »

Not sure if it was intended or not, but the upper red and yellow armor is awfully close together when using a little trick jumping.

Those stairs piss me off, but that's only because I'm always in a rush running up and down... and I suck.

Things I like...
-Lighting - sexxy
-Trick jumps and nice little hiding places above doorways
-I actually have to use the crouch button
-That launch pad that you can use with a little air control to get onto the top floor

Reminds me of guns and jam.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
pjw
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Post by pjw »

obsidian wrote:Not sure if it was intended or not, but the upper red and yellow armor is awfully close together when using a little trick jumping.
Yeah, I've gone back and forth on that upper YA. They are close. I may just lose it in the final and put a weapon there or something. Hell, even after making a new area for MH, it and RA are still only 8-9 seconds from one another. Eh. *shrug*

I'm glad you like the lighting, the crouch-slide under the fence, and the various trick jumps--I think my favorite is hitting the around-the-corner launch ramp and then sloper up to pipe to RA. :)
obsidian
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Post by obsidian »

Yeah, it's a great trick jump, so you do want to give the player an incentive to use it without it being too overpowering either. Tricky. Perhaps 2 yellow armors? Might help with your MH problem too.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
pjw
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Post by pjw »

Um...the map has two YAs. :)
obsidian
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Post by obsidian »

I know... I meant 2 yellow armors on the top floor (as in replace the red with another yellow). You'll have 3 yellows on the map but whatever. :dork:

Some screenshots of visual nit-picks:

Image
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
pjw
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Post by pjw »

Hmmn. Three YAs? I'll have to think about that a bit, but I think I'm more inclined to lose the top one.

The trim--yeah, the caution striping looks ass going around the corners because I can't get it to map right on those patches. I'll probably just add a trim strip at the transition to make it look a bit more intentional, rather than like a mistake. :)

Re: the different views out the window...there are a few different places in the level where you can get similar things, but that's probably the most obvious--I'll fix it for the final.

Thanks for the feedback!
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