High and Dry - Final

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
Lenard
Posts: 737
Joined: Mon Aug 04, 2003 7:00 am

Post by Lenard »

The pipe I was talking about was... ok...

There is an outside part somewhere I will call the side if the map where there is a dock that strecthes out into the void. Above te dock there is a perpindicular bridge. If you jump off the dock to the right, there is a pretty obvious pipe ledge. If you still can't find it, I will give you better detail. I just am away right now and can't remember items.
[img]http://myspace-001.vo.llnwd.net/00555/10/05/555355001_l.gif[/img]
pjw
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Post by pjw »

Oh yeah, that's just there for eye-candy. I *did* make it high enough so that if you're lucky (unlucky?) enough to fall and land on it, you can rocket-jump back up. :)

You mentioned in another thread that you liked to see editor shots of betas, so here's are top/front/side views for you. Currently about 4000 brushes and 200 entities...

Image

Image

Image
Lenard
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Post by Lenard »

:icon31:

All I ask. That is the important part after all, isn't it?
pjw
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Post by pjw »

New version up; edited first post. :)
SonicClang
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Joined: Sun Mar 28, 2004 8:00 am

Post by SonicClang »

I'll download this tomorrow pat and let you know what I think. I see you added a weapon by the red armor... very good. :) I can't wait to play it!
The number 1 cause of death in games is panic.
[img]http://webpages.charter.net/sonicclang/small.jpg[/img]
Oeloe
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Joined: Fri Mar 19, 2004 8:00 am

Post by Oeloe »

jester! wrote:Yeah thats fair. Really the best solution is the lightdetaillevel functionality if your not going to be planning for any mods and such.
Lightdetaillevels >>> ambientonly/vertexlight. Lightdetaillevel 4 or 5 can give me stable fps on some maps, without making the lighting ugly. More options is better for anyone that needs FPS tweaks but likes nice visuals.
Geit
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Joined: Fri Nov 10, 2000 8:00 am

Post by Geit »

Fileplanet appears to be down, do you happen to have another mirror by any chance?
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[url=http://goat.gamepoint.net/maps.php?id=63]Clean and Simple (Geit4dm1 [TDM])[/url]

[b]My Maps[/b]
[url=http://goat.gamepoint.net/]The Goat[/url]

[b]Articles[/b]
[url=http://goat.gamepoint.net/articles.php?id=7]How to make a successful TDM map[/url]
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Shallow
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Post by Shallow »

A few comments based on the slightly older version... I would have checked these comments against the new one but as Geit says, we get a big fat DENIED from Fileplanet at the moment.

Are we getting far enough along that reporting minor visual issues is useful? There's what seems to be a misplaced pipe-end decal thingy here, and I wondered whether the some-do, some-don't usage of similar decal thingies at the ends of these guard rails and the ones around the corner was intentional or not.

I'd noticed the possible issue with the pipes below the play area (the one that Lenard was talking about, and the ones under the RG) but my concern was not so much about players but maybe that bots would get stuck there... maybe some botclip wedges could be stuck in for some of them to prevent bots landing on them. That said, bots should probably be a secondary concern since they're basically a mod in Q4.

All in all it's a good 'un, although my reflexes are still too crap to be able to do the ramp jump to grab the quad!
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Scourge
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Post by Scourge »

Geit wrote:Fileplanet appears to be down, do you happen to have another mirror by any chance?
I've updated my post with it sir.
pjw
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Post by pjw »

scourge34, you rock. Image
Shallow wrote:Are we getting far enough along that reporting minor visual issues is useful?
It's always useful. I have at least four or five maps out there where I found some little annoying visual thing six months after it was released. :icon27:

That being said, the pipe-cap stuff was sorta intentional, but it obviously seems odd, at least to you, so there's probably other people out there who will find it weird too. I'll fix it.

The botclip wedges is a good suggestion as well. Thanks!
primaltheory
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Joined: Wed Dec 28, 2005 4:31 am

Post by primaltheory »

Your map is coming along awesome! I can't wait to play this on servers!
Why not?

[i]Jenny: lol, i'm not changing the whole harddrive directory structure for a mod. Do it proper like other mods please.[/i]
Johnny Law
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Joined: Tue Nov 16, 1999 8:00 am

Post by Johnny Law »

FYI so you can calibrate this map on your PJW Scale O' Trickery...

Two things I haven't yet figured out how to do while playing on the map (looking in the editor would be cheating):

- get the Quad without weaponjumping (impossible?)
- fall onto the accel pad that shoots you across a little deathvoid gap


Oh, BTW, there are a couple of pipes that you can safely drop down onto, and then you have nothing you can do afterward except commit suicide by leaping to your doom. Kinda seems like a naughty trick to pull on a player :) but perhaps more importantly, these might be too-good hiding places for someone trying to preserve a lead against an opponent that is not as familiar with the map.
pjw
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Post by pjw »

Heh.

Re: the first, remember that Q4 has slope-jumping...and for the second, the hall to the drop down is right by the NG.

Yeah, I've wrestled a bit with the pipes (I assume you're talking about the one out near HB, and the one(s) under RG). They add to the visuals and I hate to just clip them off (although I did for bots thanks to a reminder I got last night). You can rocket-jump back up from the one outside...

But yeah, hiding opponents. *sigh* This is true.
/me goes to clip them off

Thanks for the feedback, JL. :)
Shallow
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Post by Shallow »

Another thought I had about those troublesome pipes was that they could be electrified or something so that if you sit on them you take damage, giving you a choice between dying by jumping or getting pecked to death - you're going to lose a frag either way. Hopefully it would make it clearer that its somewhere you're not supposed to be.
pjw
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Post by pjw »

Shallow wrote:Another thought I had about those troublesome pipes was that they could be electrified or something so that if you sit on them you take damage, giving you a choice between dying by jumping or getting pecked to death - you're going to lose a frag either way. Hopefully it would make it clearer that its somewhere you're not supposed to be.
Nah, I just clpped them--that's probably simplest and best.

It's done; updated first post.

Thanks everyone! :)
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Scourge
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Post by Scourge »

Congrats on the final and becoming a mod. :D
Lenard
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Post by Lenard »

Oooo, new mod?
[img]http://myspace-001.vo.llnwd.net/00555/10/05/555355001_l.gif[/img]
Johnny Law
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Post by Johnny Law »

Let the hazing begin! (?)
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Survivor
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Post by Survivor »

"Another mod" *hides* :ninja:

Congrats :p
pjw
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Post by pjw »

Thanks guys. :)
primaltheory
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Post by primaltheory »

He's a mod now? Sweet! Grats!
Why not?

[i]Jenny: lol, i'm not changing the whole harddrive directory structure for a mod. Do it proper like other mods please.[/i]
Dr4ch
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Joined: Thu Nov 03, 2005 6:36 pm

Post by Dr4ch »

yeah grats :)

Do you guys hang around on irc ? is there an quake3world channel i can join ? Or some other channel where i am not looked at like John Travolta when talking about func_rotate ?
SonicClang
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Post by SonicClang »

Congrats on the release pat. It's a really fun kick ass level. I actually brought the video of me playing it to the New Year's party I went to and showed it to some people and they were blown away.

Thanks for the shout out in the readme too. :) I'm happy to test your levels.
The number 1 cause of death in games is panic.
[img]http://webpages.charter.net/sonicclang/small.jpg[/img]
Oeloe
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Post by Oeloe »

Not bad at all.[/understatement] :) The only small nitpicks i have is that the wind sounds seem to stop suddenly sometimes, and that when you fall to your death in the map, you're already dead when you've dropped like 5 feet.
Lenard
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Post by Lenard »

Oh, yes, I forgot to mention the death is really suden.
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