Q4::SP - phantq4sp1 - parts 1 & 2 - Beta 2

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
phantazm11
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Q4::SP - phantq4sp1 - parts 1 & 2 - Beta 2

Post by phantazm11 »

[Updated 3.3.09]

Take a trip into the desert with the Beta 2 version of my single player experience, Guridian. The expansion is named after the merciless desert which shields the Strogg weapons complex that you must infiltrate at the request of the GDF.

Beta 2 contains a heavily revised version of the first map, and the all new second map, aptly named “Beneath The Surface”. The third map of the trilogy is in the works.

Constructive criticism is always welcome. Let me know what you think!

Image

Download Beta 2: 20.5 Mb

[note: preview screenshots are from all three maps]

[/update]

Hey,

I have released a beta version of the first map of this three-part single player mini-episode for Quake 4. The map is called Reconnaissance and serves as a prelude to the other two maps in the series.

Download: Reconnaissance

ImageImage

The file is 10.5 MB. Hope you enjoy it. Comments, crits, and feedback are always welcome.

Phantazm11
Last edited by phantazm11 on Wed Mar 04, 2009 12:12 am, edited 1 time in total.
pjw
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Re: Q4::SP - phantq4sp1 - Part 1 - BETA

Post by pjw »

Q4 SP! Coolness. :)

I don't have time to check it out right at the moment, but I'll do so soon, probably over the weekend.
g0th-
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Re: Q4::SP - phantq4sp1 - Part 1 - BETA

Post by g0th- »

Nice man!!! I'm doing a q4 singleplayer myself atm. Will surley check this out later today.
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obsidian
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Re: Q4::SP - phantq4sp1 - Part 1 - BETA

Post by obsidian »

Looks awesome and I can't wait to play it, but any way of getting another host up besides fileplanet?
dichtfux
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Re: Q4::SP - phantq4sp1 - Part 1 - BETA

Post by dichtfux »

Can't download it. There's about a million fileplanet scripts running after I click the download button, but they never finish and nothing else happens. That site is crap.

I'd setup a mirror at once, but without the file I can't. ;)
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corsair
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Re: Q4::SP - phantq4sp1 - Part 1 - BETA

Post by corsair »

Download from fileplanet works just fine for me, but anyway... I took the liberty of uploading it elswhere: http://www.sendspace.com/file/o7ters

hope you don't mind, phantazm11

I'll probably check it out later too. Pub and snooker time now!
obsidian
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Re: Q4::SP - phantq4sp1 - Part 1 - BETA

Post by obsidian »

Temporary mirror here as well:

http://www.robotrenegade.com/temp/phantq4sp1_beta.zip

I went to stick the map into my Q4 folder and couldn't find it. Then realized I don't even have Q4 installed at the moment. :rolleyes:
obsidian
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Re: Q4::SP - phantq4sp1 - Part 1 - BETA

Post by obsidian »

So I played through it. Looks good. The first two rooms are exactly the same, would be better if they were significantly different in some way. I lol'ed when the little drone got slapped.

Ran into just one issue:
Image
phantazm11
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Re: Q4::SP - phantq4sp1 - Part 1 - BETA

Post by phantazm11 »

Thanks for the mirrors guys. I really appreciate it. I wasn't aware that people had problems with fileplanet. Will use another in the future :)

PJW: Can't wait to hear what you think of it.

g0th: I know you've mentioned interest in this. Hope it lives up to your expectations! Can't wait to see more info concerning your SP map :)

obsidian: Thanks for checking this out man (especially considering you had to reinstall!). I'll see what I can do about making the two first rooms more unique to each other. Nice to hear that the poor little drone got a bit of your sympathy also ;) Looks like I completely forgot to include the objective ss. Thanks for bringing it to my attention. :)
pjw
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Re: Q4::SP - phantq4sp1 - Part 1 - BETA

Post by pjw »

Looking really good! It also made me realize how long it's been since I actually played a typical FPS, and how audibly I suck now.

I pretty much agree with what obsidian said about the first two rooms (and about the screenie, obviously). I liked the attention to detail and solid texture use and mostly good lighting and various bits of eye-candy (e.g. mechanical bits, fans, gas/smoke stuff, etc.).

I found the shards under the stairs, and was wondering if there was other stuff like that I missed? Hidden goodies are great. I also wouldn't have minded a bit more health on the heal station, but maybe I just need to play better. :dork:

A few pics:

Image
This guy got stuck trying to walk under/around the slanted pipe and just stood there walking in place until I got really close. Probably need to move the clipping out a bit more.

Image
You probably shouldn't be able to activate this from the far side of the closed gate. :)

Image
There were a few places I saw where lighting was a bit off, with really, really dark shadows--this is probably the most noticeable example. I realize you're fighting with performance and light count, but a bit of simulated (non-shadow-casting) bounce lighting in a few spots would look a lot better. Or maybe this is just a light size/origin and/or entity origin thing in this case? You're pulling the centers on your lights, yes?

Finally, everything up until the ending is fine, but the ending really doesn't work for me at all. It's a shooter and you go through frantically shooting everything until you enter a room with a bunch of enemies and stand in place quietly so they can knock you out?!? Nah. If you want the player to start the next chapter incapacitated, then I'd suggest doing it differently (knocked out by mechanical something, or stuff collapsing on your head, or gas, or...?).

Keep up the good work--this is pretty cool!
obsidian
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Re: Q4::SP - phantq4sp1 - Part 1 - BETA

Post by obsidian »

Yeah, I'd like to echo what pjw said too. I noticed that guy getting stuck there too, but he didn't live long enough for me to investigate whether or not he was really stuck. Unlike pjw, I pwn. Which is funny, because "pjw" and "pwn" look similar. :p

The ending was okay... you're outnumbered, but it does leave something more to be desired, perhaps a little more epic. I don't think you should get "accidently" knocked out, more like a trap that they set for you. So something like you see your objective, but a mini-boss gets in your way, after you beat the boss, you find out your objective has been wired and it explodes and knocks you out. Then you find yourself surrounded. Something along those lines, anyway.
ShadoW_86
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Re: Q4::SP - phantq4sp1 - Part 1 - BETA

Post by ShadoW_86 »

That's sweet! I really like it, map looks nice, and gameplay is fine too. I love all sp maps (especially since there are just few for q4 :/) and I really wold like to see and play this level when it's done :). GJ & GL!! :) (I want more!!!! :))
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phantazm11
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Re: Q4::SP - phantq4sp1 - Part 1 - BETA

Post by phantazm11 »

Wow pjw, thanks for the indepth feedback.

I'll check the clipping/baddies position. He told me he would just stand there if I didn't raise his salary, but I tried to call his bluff. Guess that's what I get for hiring cheap strogg labor ;)

The lighting I agree with also, I'll try to fix the spots you mentioned, and recheck the lighting levels around the map.

The lift I'm not 100% sure about. I'm guessing the only way to fix it is to move the whole thing back?

obsidian & pjw:
I probably will change the ending a bit. Thanks for all the sugestions. Gives me something to mull over. :)

ShadoW_86: Thanks for testing it out, man :)
pjw
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Re: Q4::SP - phantq4sp1 - Part 1 - BETA

Post by pjw »

phantazm11 wrote:The lift I'm not 100% sure about. I'm guessing the only way to fix it is to move the whole thing back?
That would work, but I'm guessing there's some way to make the panel inactive until such time as the gate is raised. I'd have to know how you have it set up; I'm stronger on the geometry side than the scripting/entities side. :)
Raven
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Re: Q4::SP - phantq4sp1 - Part 1 - BETA

Post by Raven »

Excellent a Q4 SP level! I will try my best to get some time to look at it this weekend, but I have a lot of house projects facing me atm O.o
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g0th-
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Re: Q4::SP - phantq4sp1 - Part 1 - BETA

Post by g0th- »

Some late feedback.


I didn't had enough time to read the story info at the beginning, maybe make the text appear like 3 seconds longer or so (atleast on the longer text's). I also think it felt a bit strange that the last line in the mission info said "avoid detection at all costs" and then the first thing that happens in the map is that the player triggers the alarm. It's also possible to jump over to the other teleporter side and bypass the alarm trigger completely. I also found a clipping issue in the start room, right where the mg clip is, if you jump in between the machine and the little box on the floor, you get stuck.

I think the map was very good. I really liked the looks on it and it felt very polished and finished. I agree about what Obsidian and Pjw said about using the same room again and also about the ending on the map. I do felt it was a bit to short, I think it took me about 5 min to play it, but I guess that also depends on how the other maps in the campaign will be. I also though that the difficulty on the level was good.

I looking forward to play the next map, great job man.
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phantazm11
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Re: Q4::SP - phantq4sp1 - Part 1 - BETA

Post by phantazm11 »

PJW. Yeah, that should certainly do the trick. I'll look into it. Thanks :)

g0th: Thanks for checking it out :) I was a bit worried about the text length. Thanks for pointing it out. I'll allot more time to some of the longer passages.

The "avoid detection at all costs" was my trying to add a bit of humor. I also hoped that it would shake the player up at the beginning by getting him all prepped and ready for one type of gameplay and destroying that illusion by throwing action at him right out of the gate. "Expect the unexpected" kind of thing :) I'm guessing it didn't come off that way. Perhaps I'll delete that line from the story.

I'm going to definitely take a different approach to the ending of the map. Going back over it, it does look a little contrived. Guess I couldn't see it :)
g0th-
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Re: Q4::SP - phantq4sp1 - Part 1 - BETA

Post by g0th- »

phantazm11 wrote: The "avoid detection at all costs" was my trying to add a bit of humor. I also hoped that it would shake the player up at the beginning by getting him all prepped and ready for one type of gameplay and destroying that illusion by throwing action at him right out of the gate. "Expect the unexpected" kind of thing :) I'm guessing it didn't come off that way. Perhaps I'll delete that line from the story.
It's quite risky to do it like that. My first reaction when I read the avoid detection thing was "Cool a q4 sneak map" and then I got a little frustrated when I realise it wasn't a sneak map. But on the other hand some ppl who don't like sneak maps might like it more because you tricked them into thinking "it's a boring sneak map" and then they lower their expectations and bom... the illusion kicks in and these kind of players will surly get a little kick out of that.

But as I said it's risky and probably not the best way to start the map with, I mean who don't like sneak maps? :)
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dichtfux
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Re: Q4::SP - phantq4sp1 - Part 1 - BETA

Post by dichtfux »

Agree with goth-.

I remember a similar situation in some game I played that was even worse. You were told not to raise the alarms but there was no way to avoid it (it was part of the later story), but I reloaded a few times and tried again cause I thought I had messed things up. Stupid.

I didn't play the map yet cause I don't have q4 installed, but I guess this is not a problem with your map. Seems it's obvious here that there's no other way from what I've read here.
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phantazm11
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Re: Q4::SP - phantq4sp1 - Part 1 - BETA

Post by phantazm11 »

Thanks for the advice guys. I see your point and agree with you. I'll make sure the story bit just makes the impression that you need to keep a low profile instead of sounding like it is imperative that you do so.
obsidian
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Re: Q4::SP - phantq4sp1 - Part 1 - BETA

Post by obsidian »

Hmmm... is there any way that you can walk along side the Strogg and not have them treat you any different (since you're now half Strogg)? You know... unsupervised Strogg standing around the water cooler and waves at the new guy as he walks by kind of thing. Then you set the alarms off when you fail to enter the right security access codes and then they're all out to get you.
phantazm11
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Re: Q4::SP - phantq4sp1 - Part 1 - BETA

Post by phantazm11 »

That is a great idea obsidian. I thought about doing something similar when I conceived the map, but didn't have a way for the strogg to catch on quickly. The security login is an awesome way to do that. Mind if I use it?? :)
phantazm11
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Re: Q4::SP - phantq4sp1 - Part 1 - BETA

Post by phantazm11 »

A short bit of work to let you know the project is still progressing, slowly but surely.

Image
phantazm11
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Re: Q4::SP - phantq4sp1 - parts 1 & 2 - Beta 2

Post by phantazm11 »

Updated on 3.3.09 to mention the release of Beta 2. The first post has been updated to reflect the change.
ShadoW_86
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Re: Q4::SP - phantq4sp1 - parts 1 & 2 - Beta 2

Post by ShadoW_86 »

Cool, I'll check it out later ;).
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