Q4 1 v 1 or 2-6 FFA

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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dnky
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Q4 1 v 1 or 2-6 FFA

Post by dnky »

This is beta 2 for my current Q4 level. The map is focused on fun (dare I say even competitive?) game play, in a classic Quake gothic style. It is designed for 1 v 1 play, but Death Match (probably maximum of 6 players) also works well. The textures and assets are developed from my first attempts at creating a Q4 gothic set. The set has improved tremendously since my first attempts, and are still under development.
I am pretty sure that the layout and geometry are set. There are some tweaks perhaps still to do to the lighting, but that said I can get 60 plus FPS in most areas with rockets flying about all over the place. So really what I am looking for is ideas on item load and layout, and any artistic opinions on the assets I have been developing. I think probably the Hipshot skybox, as lovely as it is will change, as the bright sunny/cloudy sky doesnt really fit my theme.
I have included a bot file for those that have the sabot mod, this also works for q4max (assuming you know how to get bots running about in that mod), but be aware I compiled under Q4 1.3 so if you have one of the 1.4 builds you probably will have to run runbotaas mp/dk_q4dm6 again.

A screen shot:
Image

and a download (around 20 mb):
DK_Q4DM6 BETA 3
Last edited by dnky on Sat May 05, 2007 6:14 am, edited 1 time in total.
Whatever....
Kat
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Post by Kat »

Downloaded, will report back in a bit
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dichtfux
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Post by dichtfux »

Kat wrote:Downloaded, will report back in a bit
Same for me.
dnky wrote: I have included a bot file for those that have the sabot mod, this also works for q4max (assuming you know how to get bots running about in that mod)
Didn't find anything on how to get them to work for q4max at the q4max wiki. You don't happen to have a link to an explanation on how to do that at hand, do you?
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dnky
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Post by dnky »

paste this into a txt file and rename it whatever.cfg

Code: Select all

si_pure 0 
si_map mp/dk_q4dm6
si_gametype dm
net_allowcheats 1 
bot_runrandomly 1
spawnserver 
place the cfg in the q4max folder.
run the mod and from the console type:
exec whatever (where whatever is the name of the cfg)
when the game starts from the console type addbot bot1

this is the bit I am not sure about, I created some bot config files for my games, with five different bots of differing skill levels, so I usually load them.....I'm guessing if you call the bot bot1, it will have a default skill level.
Q4max bots set up like this run about and shoot at you, and thats about it, but it does you an idea how the level plays.
Whatever....
dichtfux
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Post by dichtfux »

Thanks dnky, will give your map a try with bots later!

Already had a fast look at it and the layout looks really good. :icon14:

Will try to get a friend into playing it 1vs1 tomorrow.
[color=#FFFFFF][url=http://maps.rcmd.org]my FPS maps[/url][/color]
dnky
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Post by dnky »

ty
Whatever....
Kat
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Post by Kat »

It's a bit of a curious map, I can't comment on gameplay except it seemed a bit tight in certain places, but style wise it seems to have a bit of a mix of ideas placed into the one map which makes it look kind of odd to my sensibilities (you've got 'standard' goth blocks, arch vaulting and arabesque details mixed in).

The main thing I found was that a number of the 'trim' bits seem rather thin (areas like the 'arabesque' arches and pillar supports) when the texture use and general theme would suggest big blocky or thick structures.

The stone block textures might stand another pass to pump the bump a bit more than you have to make it more obvious that you're using big blocks. I'm still not sure about that skull trim, mainly now because the white skulls repeat too much, certainly given that it's only 256 wide; I'd be inclined to go two max or even just the one (no bump either? Might be visually interesting to add the bump of the skull plate you have created).

Overall it's solidly built but I'd want to see the architectural details a bit more chunky than they currently are.
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dnky
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Post by dnky »

Thanks Kat.
Those arches, I hadnt thought of them as arabesque, although now you say it I see what you mean. The shape was actually based on a local church door way, which is very English Gothic.
I might play with that area a little.
As to skull trim, I think you are probably right. I'll try a few variations and see what works (even if I come back to the original in the end). Using the skull plate local might work well actually.
I had already ramped up the blocky wall local once...heh, I'll have another go:) I was a bit worried about over doing it.
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dnky
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Post by dnky »

Had a rethink, more angular, pointy arch ways with some ribbing aroung the edges. More ornate and more gothic. After playing about with the skull trim, I have more or less decides to drop the skull detail completely.
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GODLIKE
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Post by GODLIKE »

I wasn't going to say it, but yeah: get rid of the skull trim.
dnky
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Post by dnky »

hehe, I'm not a sensitive person, I like the truth!
It is difficult sometimes when you've been looking at something for a long time to see what's right in front of your nose...actually seeing the trim was one of those cases.
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dnky
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Post by dnky »

update to beta 3.
Quite a few cosmetic changes:
Changed sky box
Texture changes, both to diffuse map on trim and to normal maps (thanks Kat)
Added detail to centre area skyline, and thickened top wall trim.
Trim added to centre area arches. More in keeping with gothic theme and increases over all feel of solidity.
Top link updated. Up to around 20 MB now.
Whatever....
pjw
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Post by pjw »

Sorry, I've been intending to give you some feedback on this for a few days; I'll try to give it a look this evening and see if I can say anything helpful. The screenies are looking cool. :)
dnky
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Post by dnky »

ty
Whatever....
pjw
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Post by pjw »

Well, I gave it a look and ran around it for a while earlier today, and overall, you have some good stuff going on here.

I can't really comment too much on the texturing--it's not really my strength, and I don't make textures myself, but I didn't see any problems.

Suggestions/Observations:

1. I *think* I like the sky in the screenies (the blue one) better, simply because it serves to add a bit more contrast into the level. Right now, the vast majority of the level feels sorta brownish/goldish/earth tones, and since the sky is now at a similar place on the color wheel, it seems to me like the level has a "sameness" throughout that could maybe use a bit more contrast in there, whether that's a sky that contrasts with the overall color scheme of the level, or some texturing that stands out a bit more here or there, or more contrast in light brightness/color? Dunno...

2. I'm not finding many movement options in here via slope-jumping or other trickiness. Seems like it wouldn't be too hard to add some here and there--you already have the sloping trims on the stairs, so maybe a hop from there to a projecting bit of wall or trim or a light or something and on up for a shortcut? A bit of rubble near MH that if you do it *just* right will allow you to hop out the top? A bit of projecting trim that allows you to hop across from one upper part of an atrium to another without having to go down and back up? That sort of thing.

3. There's a weird thin light triangle near HB on the floor...

4. I see a few walls here and there that are completely black--not sure how much you're hurting on light count, but it seems odd.

5. The RG pedistal feels awkward. I'd lower it to 16 so it doesn't act as an obstacle.

6. Are you aware that you can customize jumppad color via key/value "_color" "r g b" on the func_static? :)

Hope this helps.
dnky
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Joined: Thu Nov 24, 2005 3:49 pm

Post by dnky »

Cheers!
I really need to explore the Q4 trick aspects of play...
Light count is ok-ish, so I can look at ligt in general here.
The skybox comment made me chuckle....I have changed that 6 times now, back and forth between various boxes :) I agree with what you say about the contrast. The main reason I might stick to this one though is the level wide fog, which is tuned to the over all colour of the sky...with the blue box I would need to dump the fog or go for blue/white.
Whatever....
Kat
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Post by Kat »

When you get the next beta ready try and remove the height maps on those stone block textures. Generally speaking as your normal maps have a good deal of surface info (the roughness of the stone is in the normal map) you *should* be able to get away with commenting out and not using the height maps (failing that just making simple 'noise' textures). Becasue of what those are atm they're possibly cancelling out the effect of the bumpmaps (those dark areas that to us are 'shadows' will be seen by the engine as an instruction to knock the bump back).
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dnky
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Post by dnky »

updated screen shot

I am considering this a final release of this gothic map for Quake 4.
Nearly all custom made assets. Fast yet strategic game play, fully optimised for bot play.

Changes from last beta:
removed heightmaps, cleaned up locals
little ramp/hop jump up from MH
minor tweaks nobody will ever notice :)

DOWNLOAD
(About 18 MB)
Thanks to all, hope you have fun.
Whatever....
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