Quake 3 Final map release: The Strange House

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
Post Reply
Amphetamine
Posts: 76
Joined: Fri Feb 23, 2007 5:15 am

Quake 3 Final map release: The Strange House

Post by Amphetamine »

squirell man
Posts: 61
Joined: Sat Jan 13, 2007 10:10 pm

Post by squirell man »

looks awesome. I'll check it out.
^misantropia^
Posts: 4022
Joined: Sat Mar 12, 2005 6:24 pm

Post by ^misantropia^ »

Image
Minor error: the texture seems to be slapped onto the trim.

Image
In some spots - like the one above - FPS drops to ~65 due to some heavy overdraw. This is on a 7300 GT btw; not the fastest card in the land, I agree, but it normally handles anything Q3 can throw at it with ease.

Game play: played it with a few CPMA bots - who tend to continuously plunge themselves into the lava. Might be more of a problem with the bots than with your map because I've seen them do that on other maps too. However, since every dog fight is over in seconds, it does make it a tad hard to comment on the flow and item layout. Two observations:

- the map only sports the SG, LG, RG and RL. You might want to add a PG for a little extra spice.
- the RG totally dominates but that might be hard to remedy on such an open map.

PS: there's a trick jump (double jump from bridge to the RG balcony) that I rather enjoyed.
User avatar
seremtan
Posts: 36017
Joined: Wed Nov 19, 2003 8:00 am

Post by seremtan »

^misantropia^ wrote:played it with a few CPMA bots - who tend to continuously plunge themselves into the lava. Might be more of a problem with the bots than with your map because I've seen them do that on other maps too.
they get over-excited when they see an enemy. same on space maps. it's a bot thing :shrug:
squirell man
Posts: 61
Joined: Sat Jan 13, 2007 10:10 pm

Post by squirell man »

I played it five minutes ago. pretty nice. intresting architecture, like quake 1-ish. noice!
Amphetamine
Posts: 76
Joined: Fri Feb 23, 2007 5:15 am

Post by Amphetamine »

That is as good as the bots are getting I'm afraid. I've applied every trick in the book to stop them from taking regular hot baths, and I've got them to just do it every minute or so rather than every 20 seconds in the 1st version. Some of the real problem spot (area by the LG was a major one) now have little ramps of botclip to stop them from walking off the edge, although they're not so high that you can't rocket-bounce them into the lava. That's Vanilla bots though, not CPMA.

Regarding the texture error, I had to get some more light into that area and didn't have anything available to match the size of the trim. I suppose looking at it in retrospect that I could have made the square double size and carefully clipped just the light into the center of that. Oh well, live and learn.

As for the framerate, this started out as an experiment for a few different things like building into terrain and using as many "non-standard" features and effects that I could. It happened to turn into somthing that I chose to continue working on and grew from there. If I'd designed it exactly like that from the ground up then I would have planed the layout for better vis blocking. FWIW, there were 6 beta versions released prior to this.

Anyway, thanks for the comments guys :D
v1l3
Posts: 822
Joined: Wed Apr 02, 2003 8:00 am

Post by v1l3 »

This came out very nice...excellent work =)

The Cpma bots can't be ran on maps like this...their very suicidal. I think they should go to the doctor and get some lithium.. They can't be run on maps with water, lava, holes to oblivion, space, etc...put em in a closed environment with no holes, or burning objects.
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Post by obsidian »

What about using botdonotenter?
[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]
v1l3
Posts: 822
Joined: Wed Apr 02, 2003 8:00 am

Post by v1l3 »

I dunno if that even works..I think you'd almost have to lay a (whatever it's called) unseen bot floor over something(like a pool or lava or fall to oblivion)to keep them from even going into it. Kind of like on nodm19(swelts remake of ztntourney1) how they can walk through the air to grab the RA on it's platform. Where on cpm21 the bots fall right in the drop, before grabbing the suit. Q3DM12 is an impossible map to run them on for example between falls and water...or Q3DM15 also. Their only good for bunny-hopping and fast paced battle. That's why the bots would always say "this is a gay map" when they'd fall...more like them telling you to not load them up on that map. It's why they left the levels 1-5 bots because of this whole ordeal. Their still good bots..for a closed in tourney map.
If you could figure out a way to fix it...that would be something though.
Amphetamine
Posts: 76
Joined: Fri Feb 23, 2007 5:15 am

Post by Amphetamine »

It's got donotenter from floor to ceiling covering the entire lava pool. In fact it extends at least 16 units in from the lava in an attempt to keep them away from it. It does just seem like they ignore it though.
v1l3
Posts: 822
Joined: Wed Apr 02, 2003 8:00 am

Post by v1l3 »

oh man...I was actually bouncin my thoughts at obsidian..not saying that you should try fixin it...the maps great=)
Post Reply