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Re: Shared Map
Posted: Fri Sep 14, 2007 6:13 am
by Silicone_Milk
Latest progress -
One shot of the base Im working on now. I dont have the connecting rooms for you to look at so they'll be a surprise
Once I finish the back part of the base (very simple hi-low access to the flag. Nothing fancy) Im going to start adding in items and I might have to do some major botclipping ugh.
ill release a non botclipped version so you guys can run through it just to get a feel for how it flows route-wise.
Re: Shared Map
Posted: Fri Sep 14, 2007 9:29 am
by wattro
a13n wrote:Is this supposed to be another idea?
Or did you spoil your previous version?
Below is my error report.
1. water texture is missing
2. some water volumes at midfield are empty(simply nonsolid).
consider it a potential step-backward to get a step forwrad. i drew something the other night in a few minutes of epiphany (or not!) and felt the need to bring it to fruition. if it brings ideas or not, or if it's good or not... it's something that i can visualize and something that i believe answers most of the criticisms so far.
Re: Shared Map
Posted: Fri Sep 14, 2007 5:43 pm
by Silicone_Milk
I think it could be considered as another version of a possible layout for the PTM map that is being worked on.
EDIT: ALMOST DONE! One more room and its time for item placement. I convinced a bunch of people from my clan in Call of Duty to download OpenArena so we can give it a test run before I send it your way

Re: Shared Map
Posted: Sat Sep 15, 2007 9:29 pm
by Silicone_Milk
Changed lava to slime because of funky lighting issues and now the meta compile takes over 10 minutes to do (before the change it was only about 20 seconds).
Oddness.
EDIT: Figured it out. Apparently the -meta stage of the compiling really really hates large brushes textured with slime. Textured the brushes with a normal water and it was happy again.
Re: Shared Map
Posted: Sun Sep 16, 2007 4:43 am
by obsidian
Some liquid shaders have an obscene amount of subdivisions which accounts for the extra long compile times. Plus the surfacelights add to the -light compile times. Modifying the shader to suit will help.
Re: Shared Map
Posted: Tue Sep 18, 2007 4:13 pm
by Magnus
Hey guys. Had internet problems the last few days. Comcast said it is where they are still getting things transitioned over from Adelphia.
Anyway. just dl the versions put out since my last post. Will come back later today to give some feedback.

Re: Shared Map
Posted: Tue Sep 18, 2007 5:38 pm
by dichtfux
I think it's time to decide on one of the versions, then modify that.
Re: Shared Map
Posted: Tue Sep 18, 2007 9:30 pm
by Magnus
I really like the layout wattro. The JPs and LPs could use some aiming and half the watter trap in the middle ground looks right from above, but you just drop to the floor and are stuck unless you walk over to where the water is in the other half then swim up...lol.
It would be a great gothic or old metal mini citidel CTF, but I don't feel it matches what we are going for. The others may disagree with me though.
I really like it a lot and would probably play the heck out of it as a different theme.
I was thinking that instead of decideing on someone's layout and go from there we would keep working untill our versions became more and more alike and we would eventually all end up with nearly identical versions and we could go from there with one, but that would take forever.
So here is what we do. We need to really discuss all of the latest versions and fix what is wrong with them and then try to merge the best from each. Then we will have something to start as an official alpha and try to get this project finished.
Lets make our next individual versions a version that we are ready to really discuss with the team.
Re: Shared Map
Posted: Wed Sep 19, 2007 12:52 am
by wattro
welcome back magnus
ugh, hardly any versions of this will merge together easily at all - it will take all sorts of layout reworking, killing good parts, etc. imo, it would be best to take one map and make it work.
i don't think how much any of us work on any of the respective versions will they ever end up nearly identical.
that being said, both versions i posted are up for discussion. i know the second version doesn't match the original intended theme but i also don't think that should hold anything back. with this version, i see a tech base > rock middleground theme as a possibility (like a military environmental research and engineering station).
at any rate... i'm back into full-fledged design work now, meaning my time for mapping is much more limited.
Re: Shared Map
Posted: Wed Sep 19, 2007 12:59 am
by Silicone_Milk
Also, get on irc! Wattro, Obsidian, and I have been having some really good discussions on the map and various other subjects and I would love to see more people taking part in them.
Again, the server is irc.quakenet.org
and the channel is
#q3wptm
See ya there!
(By the way, I dig Wattro's second version. Seems more planned and more can be done with it. I can also see how we can loosely incorporate some pieces from the original version in to the new one)
Re: Shared Map
Posted: Wed Sep 19, 2007 9:37 am
by Magnus
wattro wrote:i know the second version doesn't match the original intended theme but i also don't think that should hold anything back. with this version, i see a tech base > rock middleground theme as a possibility (like a military environmental research and engineering station).
Actually that brings up a good point. None of us ever said we couldn't change the theme.
Silicone_Milk wrote:Also, get on irc! Wattro, Obsidian, and I have been having some really good discussions on the map and various other subjects and I would love to see more people taking part in them.
Awesome. I will hop on there after work today.

Re: Shared Map
Posted: Fri Sep 21, 2007 9:04 pm
by Magnus
Sorry guys I missed out on IRC chat. Will try to idle some tomorrow. Work has me on call and that appreantly means calling me to help them every 45 minuits wether I am on the clock or not.
Anyway any opinions on changing the theme so we might make major changes to the map?
Re: Shared Map
Posted: Sat Sep 22, 2007 7:40 pm
by wattro
i've got a couple minor changes to post up on the new version, but other than that, i've been pretty inactive now that i am back to work. i'll post it up later today.
i'm all for scrapping the theme

Re: Shared Map
Posted: Sun Sep 23, 2007 5:44 am
by wattro
version 2.
minor update:
- some very minor geo tweaks to the base and to midfield
- water/fog routes between all of the pools
- fixed the water and fog not working
- added some flags
Re: Shared Map
Posted: Mon Sep 24, 2007 2:30 am
by wattro
version 3 because i wanted to clean up a few little odds and ends. give it a playthrough and throw any feedback my way.
minor update:
- redid the floor caulk
- added JP in midfield to take you from ground level to top level
- addressed jumppad trajectories
- added botclip to help bots with weirdness
- cluster portals placed (didn't really need it but hey)
on a side note, it'd be cool if this thing could get played by some humans instead of bots. is that even an option these days? and if it is... where do i go to get that feedback?
Re: Shared Map
Posted: Mon Sep 24, 2007 5:32 pm
by Magnus
I will DL it and see if I can get a few buddies and my wife to play it and get you some feedback.
Re: Shared Map
Posted: Tue Oct 02, 2007 2:11 pm
by Magnus
Sorry about being away for a while. Had a little stay in the Hospital. Got really sick with a nasty bacterial infection in my lungs.
Anyway about the map.
A few friends and I played it Via LAN at my house so ping and lag were not a problem. The map plays very nicely.
Fast paced and we all liked to alternating wep spawns.
Bot play could use some work and the tunnels under the water are sweet, but they are too murky.
We couldn't even tell if we were moving in there and the FC would often stop in place to try to get a feel for where they were and would get fragged because those outside the tunnels could see the glow from the flag and just start spamming rockets, plasma and/or rails into the tunnel.
Of course there is that z fighting issue where the JPs would be, but I figure you intend to place a decal in that area or something.
It has a lot of potential though. We really enjoyed playing it.
Although everyone agreed that the middle room in our last version was already shaping up to be one of the most awesome rooms they had played in.
They all agreed that after obsidian reworked it with the stalactites and stalagmites and ramped side paths and placed floor pits and then I reworked the bridge into two ramps and a platform in the middle and placed the JPs to the YAs and made the pits into one long pit and then wattro reworked it and lit it all up with ambient and turned the lava to green murky water and placed the healths along the ramps this room really started to rock.
They just wanted to see the walls and ceiling look more organic rather than flat faced brushes.
All in all though your latest version is very nice wattro

I like it.
Oh and
Fraggle
Rock.

Nice Pun there man.

Haven't seen that show since I was like 8 or something. (Oops! Showing my age there

)
I have to say it is a bit saddening to see that without me here pushing it nobody but wattro was here to post anything or give feedback or a new layout offer or anything.
Shame shame.....hehe.
OK I did get some cool ideas from playing this map and thinking about our old layout and theme and the possible new theme.
Remember the part of the game in Q4 where you had to make your way through the outdoor trenches and onto the ground level portions and into the cave portions to use the big gun and blow the doors up? There were areas where you could get up on the ground level and also areas where you had to go through steel doors into enclosed cave areas. You kept going through outdoor trenches and ground level areas and enclosed cave areas till you got to where you could get up into the big gun and blast the big doors.
Well perhaps we could go for a theme like that.
Since wattro's latest version has open ceilings like the trenches and our old theme had enclosed cave rooms and halls we could add some areas that you can get to ground level above the trenches and over top of the enclosed areas with drop down holes.
We could keep wattro's map, but add our original enclosed middle room and perhaps a few small enclosed rooms and then add to the outdoor areas some spots where you can get up on a ground level above the current walls. We could put it all in a environment sky box and use fullclip and structures to block getting to the edges of the map on the ground level areas.
We could end up with an outdoor/indoor map with shallow canyon areas and ground level areas overlooking the canyon areas and indoor atrium cave areas. This would allow for a lot of vertical play and an interesting and nice to look at environment and map that plays really well.
Anyway there ya have it. My two cents....lol.
Re: Shared Map
Posted: Tue Oct 02, 2007 8:54 pm
by Silicone_Milk
Im around I've just been busy.
Obsidian, Wattro, and I stay in touch on the irc channel.
Glad to hear you're feeling better btw =)
Re: Shared Map
Posted: Wed Oct 03, 2007 1:19 am
by wattro
and I haven't been on IRC in a few days... real life keeping me a bit occupied and a hot date tonight... =)
thanks for the comments magnus. glad you guys had fun in there! i expected most of that feedback.. it's all placeholder. i contemplated putting some placeholder lights in the murky water, but didn't feel like it yet. =)
Re: Shared Map
Posted: Thu Oct 04, 2007 12:21 pm
by Magnus
@Silicone_Milk:
Thanks man. I am still not completely over it. I still have a rough cough and a lot of rattling in my lungs, but it will clear out and I do feel a lot better.
@wattro:
Yea all of the issues were really just lack of texture and shader or needed adjustment of shader stuff. Other than that is was pretty fun.
@All: I am starting to wonder if I got the right thing. I got rid of IRC a long time ago. About the same time Knowfury was just getting started chatting with us in there. So I had to DL it again. I had a bit of trouble being sure what version to get. Just couldn't remember. I got mIRC. Is that right? I loaded it up and directed it to the #q3wptm room and have been there several times and sat idle for a while, but I never see anyone. Am I just missing you guys or do I not have the right client?
I'll check back later to find out.
BTW. How did that hot date go wattro?

Re: Shared Map
Posted: Thu Oct 04, 2007 2:35 pm
by wattro
yeah i havent been on IRC for a few days, but mIRC is what you want. I'll go idle there now. =)
first one was ok, but she did't really put out so i made another one with another girl last night and it worked out a lot better. i am playing my own entrance theme music in my head right now. only thing is don't watched 'knocked up' on a date, or you'll end up paranoid.
Re: Shared Map
Posted: Thu Oct 04, 2007 3:02 pm
by obsidian
I now have an impression of you as a video game developer nerd, fast food munching, playa'... actually, that guy in Knocked Up serves as the perfect visual.

Re: Shared Map
Posted: Thu Oct 04, 2007 7:40 pm
by Silicone_Milk
haha that's what I imagine wattro looking like too.
Um... make sure you tell the client to connect to irc.quakenet.org and then type in /join #q3wptm
If you're doing that then you probably just miss us.
I had to ban myself last night because I connected on a computer I didnt have access to anymore and it did an auto-reconnect whenever I kicked my ghost-self.
I also started work on a Quake 4 map.
Hacking out a reorganized version of the code for MilkQuake.
Getting ready to release a beta of a FFA map for Q3
Working on a Call of Duty 1 map which Im not very interested in.
I'm going to download wattros latest version of the PTM and see if Im inspired enough to do anything. My version was like a giant rectum. I have a strong distaste of what I came up with.
Too many ideas, not enough time >=(
Re: Shared Map
Posted: Fri Oct 05, 2007 12:55 am
by wattro
Silicone_Milk wrote:giant rectum
wow and i strolled around in there for a few minutes
Obsidian wrote:I now have an impression of you as a video game developer nerd, fast food munching, playa'... actually, that guy in Knocked Up serves as the perfect visual.

lol
i'm a bit shorter than that dude in knocked up, about 30 lbs lighter, and i have a shaved head and a neato looking goatee. i'm 30 and i can turn the nerd on in a flash if that's what the chicks want. the fast food bit is true and i never eat at home, but i eat a lot of fruits. my friends are all GQ-type massive players or in bands which makes it easier for me. =)
Re: Shared Map
Posted: Tue Oct 09, 2007 11:07 am
by Magnus
Any of you guys think it might be an interesting idea to put this CTF PTM out in q3 and q4 formats? Or would the Q4 format not see much play?
Seems like we could do the cave effect better in Q4 if we ultimately decide to keep that type of terraine in the map.
Just wondering. :P