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Re: q3ctfp13 no name yet :D

Posted: Mon Apr 19, 2010 6:05 pm
by skinNCNmaster
ctrl-d for detail hiding on|off yeah these are all listed in the menu

if they dissapear.. theyre details.. lol

details are anything not hull of the map.. or wall divisional within the map... details are all the little things, the extras which wont affect field of view or will overly complexify a portal structure..

when cutting into buts always cut to the corners... though.. you can cut a bush up a bunch of times and then ctrl-u the pieces together after... i do this all the time.. because if you cannot see it, there shouldn't be brush there...

cretien what sort of thing are you doing? transfer the discussion too your journal.. reply there


PS- i figure im about one third of the way complete now... purrrrhaps a bit closer to half..

Re: q3ctfp13 no name yet :D

Posted: Mon Apr 19, 2010 10:50 pm
by fKd
ctrl d = show hide detail brushes
ctrl p = show hide patches
alt 7 = show hide clipping brushes

these are the main ones i use...


still crying over my dead computer :(

Re: q3ctfp13 no name yet :D

Posted: Mon Apr 19, 2010 10:55 pm
by skinNCNmaster
UPDATED MAP FILE


im taking a break for a bit.. been on this all day.. will be online if you wanna chat

Re: q3ctfp13 no name yet :D

Posted: Tue Apr 20, 2010 10:35 am
by fKd
:up: great work so far man! i see what you have been talkin about! epic work bro!


looks like my nz timezone clashes with yours :/ +12 gmt over here...

Re: q3ctfp13 no name yet :D

Posted: Wed Apr 21, 2010 5:46 pm
by skinNCNmaster
updated 7:08pm the current pk3/bsp-meta for you interested in a new revision to one of the lower flag room entry.. jump pad! with a twist-ish up the path..

half the map is missing(like one entire base) in this pk3 btw.. optimizing..


updated file 4pm montreal time

ps- theres a few spots where things are odd.. dont mind me.. im hopping all over the places.. details here, structural there... im in and out of q3 checking and cleaning.. so expect a more refined version of this later tonight....

question: how does the new jump pad entrance into flag room feel?

Re: q3ctfp13 no name yet :D

Posted: Tue Apr 27, 2010 5:16 pm
by skinNCNmaster
was compiling my recent work and noticed in the editor console during compile...
entering scripts/q3ctfp13.shader
WARNING: Unknown surfaceparm: "solid"
check your shaders.. one of them has an extra line..

Re: q3ctfp13 no name yet :D

Posted: Thu Jul 08, 2010 8:18 am
by fKd
it lives :D

Re: q3ctfp13 no name yet :D

Posted: Sat Jul 10, 2010 11:18 am
by fKd
current red base:[lvlshot]http://img202.imageshack.us/img202/6616/q3ctfp131.jpg[/lvlshot]

Re: q3ctfp13 no name yet :D

Posted: Sat Jul 10, 2010 3:57 pm
by ^Ghost
fKd wrote:im going for a kinda cartoonish sci-fi look... realism be damned! muhahahaha :D

cel shading? with the amount of detail in this map i think it would work pretty well.

Re: q3ctfp13 no name yet :D

Posted: Sun Jul 11, 2010 10:27 pm
by fKd
hmmm i dunno, the celshader is a bit to much of a messy hax effect. i'll throw up a beta for testing once i get the basic clipping pass done. heh i've changed the layout quite a bit... i think it could have some really funny moments.. anyway, back to work :D

Re: q3ctfp13 no name yet :D

Posted: Fri Jul 16, 2010 5:36 am
by fKd
Image

beta for your testing :D clip pass not finished, some old gfx cards might get sparkles...

link broken will update in a tic *fixed

here it is: http://www.filefront.com/17081793/q3ctfp13now.pk3/

topshot: Image

enjoy :D

Re: q3ctfp13 no name yet :D

Posted: Fri Jul 16, 2010 10:13 am
by Hipshot
Wow, that looks huge.
But it's an illusion... =) Unless you actually incresed the size some +100%

Re: q3ctfp13 no name yet :D

Posted: Fri Jul 16, 2010 12:30 pm
by fKd
i've had some fun matches with 3 a side on nightmare. the rocket jump chain adds some nice last minute saves for sure lol. humans strafe jumping etc would be cool to play...

Re: q3ctfp13 no name yet :D

Posted: Fri Jul 16, 2010 12:33 pm
by fKd
has anyone done a advanced bot mod for q3?

Re: q3ctfp13 no name yet :D

Posted: Fri Jul 16, 2010 1:14 pm
by ShadoW_86
I think there was something like that, don't really remember the name of the mod, but it was about enhanced bots. You can also always try cpma bots, they are much better from vq3. Also I have a bot which has all stats set for max, I can sent it to you :).

Re: q3ctfp13 no name yet :D

Posted: Fri Jul 16, 2010 3:37 pm
by Chretien
Could only think of three things:
Move yellow armor a few units away from the pillar.
Include grenade launcher. It would work superbly on this map because it is narrow.
It's possible to cap in about 4 seconds just by going top and making a RJ to the other side. That could prove frustrating in a real game.

Other than that, you ought to contact ID and have them include the map in quake live. :)

Re: q3ctfp13 no name yet :D

Posted: Fri Jul 16, 2010 4:21 pm
by Anthem
I love the way this map is designed. It kills me that it is so hard with which to play. The scale is really, really off. It's a nice build to add to your portfolio, but it really can't support a high level of play.

Brilliant work, though. You took every square inch and detailed it very well. The layout isn't bad at all. The only problem is the scale, and I wish it wasn't a problem. :(

Re: q3ctfp13 no name yet :D

Posted: Fri Jul 16, 2010 4:53 pm
by Chretien
Anthem wrote:I love the way this map is designed. It kills me that it is so hard with which to play. The scale is really, really off. It's a nice build to add to your portfolio, but it really can't support a high level of play.

Brilliant work, though. You took every square inch and detailed it very well. The layout isn't bad at all. The only problem is the scale, and I wish it wasn't a problem. :(
Quake scale doesn't need to be bigger than "irl" scale. Because if it is, it takes away the feeling of being faster and being able to jump higher than a normal human. I think this map plays atleast as good as ctf2.

Re: q3ctfp13 no name yet :D

Posted: Fri Jul 16, 2010 5:15 pm
by Anthem
Chretien wrote:
Anthem wrote:I love the way this map is designed. It kills me that it is so hard with which to play. The scale is really, really off. It's a nice build to add to your portfolio, but it really can't support a high level of play.

Brilliant work, though. You took every square inch and detailed it very well. The layout isn't bad at all. The only problem is the scale, and I wish it wasn't a problem. :(
Quake scale doesn't need to be bigger than "irl" scale. Because if it is, it takes away the feeling of being faster and being able to jump higher than a normal human. I think this map plays atleast as good as ctf2.
The problem is when the player jumps he or she hit the roof. There are a few spots in the map where players literally cannot strafe jump. Items are cramped together, and there isn't much space to maneuver around. Now, I never said it was unplayable. I believe a 2v2 or 3v3 CTF would prove to be interesting, but this probably wouldn't see activity on a PUG or public ctf server. The scale is a double bladed sword. In larger games it can be game breaking, but in smaller games it can make it interesting.

Re: q3ctfp13 no name yet :D

Posted: Fri Jul 16, 2010 5:48 pm
by ShadoW_86
Anthem wrote:I love the way this map is designed. It kills me that it is so hard with which to play. The scale is really, really off. It's a nice build to add to your portfolio, but it really can't support a high level of play.

Brilliant work, though. You took every square inch and detailed it very well. The layout isn't bad at all. The only problem is the scale, and I wish it wasn't a problem. :(
I must agree 100% with that. Map is beautiful. But it's hard to play it on normal speed level. For the real gameplay it's soo cramped and overdetailed (as most of these amazing stuff blocks out the movement). I think I once mentioned that it reminds me UT maps. And it really does, incredible to look at, but no so great to play :/.

Re: q3ctfp13 no name yet :D

Posted: Fri Jul 16, 2010 9:25 pm
by fKd
weird, i've been having really fun matches... and i very rarely bump my head while im zooming around... but heres another train of throught, not being able to strafe jump all the time can also add a bit move variation. but yeah, it is a small map. 2 v2 style - 3 v 3 max. i've gottn so used to the map, i could post a demo file of a match showing me playing for you guys to laugh at :D

ill move the armor out a bit more. should i switch the shotgun for the gren launcher? or maybe put it somewhere else all together? could add a section somewhere... hmmm

also, this map is for vq3 and has not been played in cpma at all as i dont like the changes to player movement... all that super jump shit is ridiculous :D

thanks heaps for the feedback.

Re: q3ctfp13 no name yet :D

Posted: Tue Jul 20, 2010 11:09 pm
by fKd
this map will now come with a wee duel map i made last night, making a whole map in 2 hours is fun :D

uses the same textures as the ctf, so not to much more data needed for the zip woop

Image

never made a space floater before, kinda fun

Re: q3ctfp13 no name yet :D

Posted: Wed Jul 21, 2010 9:43 am
by sumatra
Looking fancy, would fit the Geocomp.

Re: q3ctfp13 no name yet :D

Posted: Wed Jul 21, 2010 10:01 am
by fKd
Image

bit more work done

Re: q3ctfp13 no name yet :D

Posted: Wed Jul 21, 2010 10:03 am
by cityy
Needs badass skybox!