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(q4) Geit - Geit4ctf1b16 - Beta 2 *UPDATE*
Posted: Thu Dec 29, 2005 3:49 pm
by Geit
And so here's the second beta of geit4ctf2. I mirrored the bases so it's now fully playable. There's one issue I'm aware of, namely the broken spawn markers fx on the marin side. Other than that I think it should be pretty solid. Let me know what you think and what I've missed
And here are some new screenshots:
[lvlshot]http://goat.gamepoint.net/pics/geit4ctf1b26-1.jpg[/lvlshot]
[lvlshot]http://goat.gamepoint.net/pics/geit4ctf1b26-2.jpg[/lvlshot]
[lvlshot]http://goat.gamepoint.net/pics/geit4ctf1b26-3.jpg[/lvlshot]
The download link is still the same:
http://goat.gamepoint.net/files.php?act ... fileid=127
---- OLD POST ----
[lvlshot]http://goat.gamepoint.net/pics/geit4ctf1b11-1.jpg[/lvlshot] [lvlshot]http://goat.gamepoint.net/pics/ctctf9b46-1.jpg[/lvlshot]
[lvlshot]http://goat.gamepoint.net/pics/geit4ctf1b11-2.jpg[/lvlshot] [lvlshot]http://goat.gamepoint.net/pics/ctctf9b46-3.jpg[/lvlshot]
[lvlshot]http://goat.gamepoint.net/pics/geit4ctf1b11-4.jpg[/lvlshot] [lvlshot]http://goat.gamepoint.net/pics/ctctf9b46-2.jpg[/lvlshot]
There are a couple of things I'm worried about:
- From the ramp coming from the RA you can do a rampjump right onto the flag, this may be too easy and may make the side corridor completely obsolete.
- I'm not sure whether there are enough weapons in the map, maybe I should add the hyperblaster.
- The ceilings might be too low at a couple of places.
- I'm not sure whether the performance is good enough.
Posted: Thu Dec 29, 2005 4:02 pm
by primaltheory
you fucked up somewhere:
Not Found
The requested URL /files/maps/geit4ctf1b16.zip was not found on this server.
If you need another host give me the file somehow and I got it
Posted: Thu Dec 29, 2005 4:08 pm
by Geit
ups, fixed it

Posted: Thu Dec 29, 2005 11:05 pm
by pjw
I like this map even more than your other one.

(Although it's a bit hard to get a real feel for it with only 1/2...)
I really like the layout--lots of little interesting interconnections and nooks and cut-offs; seems like it could promote some really cool unpredictable CTF play. And stuff like the slope-jump up from RA is nice. Movement tricks are fun.
My only concern is that performance is going to be chuggy in a couple of spots on lower-end rigs because of the open nature of the back base area. The worst spot I could find is below:
but it's not too great from certain angles down by the regen either. I didn't take a close look at portals or anything, so you may be able to fix it that way, but draws of 1700 is kinda argh. That number should stay closer to 1000...
Posted: Thu Dec 29, 2005 11:34 pm
by Geit
Yeah, I need to rework the portals a bit to increase performance and also optimize the lighting a bit (including detail levelling and such). I probably won't be adding any more detail so I suppose the performance can only get better

But you think I should keep the rampjump at the ra?
There are also a lot of other possible trickjumps, some easy and some fairly hard.
Posted: Fri Dec 30, 2005 1:45 am
by roughrider
Any chance I can get you to pass along the Q3 version to me, Geit?
I don't have Q4 yet and prolly wont have it til next year sometime so the only way I can enjoy this map is in Q3 right now.
Posted: Sat Dec 31, 2005 1:11 am
by Geit
roughrider wrote:Any chance I can get you to pass along the Q3 version to me, Geit?
I don't have Q4 yet and prolly wont have it til next year sometime so the only way I can enjoy this map is in Q3 right now.
I think I'll release the Q3 version some time soon, apart from a few graphical glitches which I won't be fixing it's finished.
Posted: Mon Jan 02, 2006 2:18 am
by Geit
aaaaand I posted the second beta
Download link here or in the (editted) opening post:
http://goat.gamepoint.net/files.php?act ... fileid=127
Posted: Mon Jan 02, 2006 3:26 pm
by Geit
Oh, and the list of changes:
+----------------------------------------+
Changes since beta 1
+----------------------------------------+
- Optimized the Lighting
- Optimized the Portals
- Added some detail
- Added ambient sound
- Mirrored the map (it's now playable)
- Botclipped the map
- Some minor changes
- Elevated the ceiling in a lot of places
TODO:
- Fix spawnmarker fx on the marine side
Posted: Mon Jan 02, 2006 4:03 pm
by corsair
Again, I'm jumping in at the second beta, I've downloaded it and will run/playtest it when I find it's worthwhile to view my own wip in game.
btw, do you have any suggestion as to better bots than Sabot's? They tend to camp and being stupid alot, the only thing they can do, is shooting me with the lightning or railgun with an evil accuracy ;P
Posted: Tue Jan 03, 2006 3:12 pm
by corsair
I'm not too sure, but I seem to recall having ran around in it in quake 3 once, layout appeared very familiar ;]
The map looks very complete in connectivity design - except for the misrotated/mirrored enties (item marker .fx), which have the wrong angle, but Im sure you noticed that already.
What probably did pass your notice, is that at their original positions, you have placed the .fx entities 8 or 16 units above the itempads
The flow is outstanding and the rampjumps in the bases are cool - however maybe the jump from RA to flag is a bit too fast, though maybe not.
Also I felt that the scale is just slightly too narrow, which is a shame. (fov 110 instead of 90 made this less of a bugger, but I think its still too tight)
I just noticed you preferably avoid using teleporters, but when I walked into the MH corridor, and saw that bright light - I thought it was a TP - when it didn't appear to be one, the dead end made no sense to me, such areas aren't any good for ctf maps imo.
edit: btw, have you seen the equaly named movie 'ravenous'?
Posted: Tue Jan 03, 2006 3:35 pm
by Eraser
Man, I love the difference between Q3 and Q4 here. Really shows how a superior engine can add a lot to a map.
Posted: Tue Jan 03, 2006 3:51 pm
by Hipshot
I don't think the D3E is supperior, in all fields!
There is this whole light thing, and outside, it looks, to me, not good, it blends bad with skies and give a 'inside' feeling to outside areas. Raven's ugly low-res standard skies isn't helping either.
Edit: Atleast these rocks, they dosen't fit, same with Q4 singleplayer, and alot of other outside-sky-things.
Posted: Tue Jan 03, 2006 4:17 pm
by Geit
corsair wrote:I'm not too sure, but I seem to recall having ran around in it in quake 3 once, layout appeared very familiar ;]
If I'm not mistaken I posted a beta of the Q3 version here once
The map looks very complete in connectivity design - except for the misrotated/mirrored enties (item marker .fx), which have the wrong angle, but Im sure you noticed that already.
Yep
What probably did pass your notice, is that at their original positions, you have placed the .fx entities 8 or 16 units above the itempads
They're too high? If I recall they're at the same height above the markers as in the stock maps.
The flow is outstanding and the rampjumps in the bases are cool - however maybe the jump from RA to flag is a bit too fast, though maybe not.
Also I felt that the scale is just slightly too narrow, which is a shame. (fov 110 instead of 90 made this less of a bugger, but I think its still too tight)
Could you tell me where in particular you felt the map was too tight? I may be able to remedy it then.
I just noticed you preferably avoid using teleporters, but when I walked into the MH corridor, and saw that bright light - I thought it was a TP - when it didn't appear to be one, the dead end made no sense to me, such areas aren't any good for ctf maps imo.
The dead end makes the MH more dangerous to grab. It's a small niche where you can trap enemies going for the MH.
edit: btw, have you seen the equaly named movie 'ravenous'?
Yes, I have :icon25:
Posted: Tue Jan 03, 2006 9:40 pm
by corsair
They're too high? If I recall they're at the same height above the markers as in the stock maps.
here is what I meant;
Could you tell me where in particular you felt the map was too tight? I may be able to remedy it then.
Well basicly the whole map, but in particular the flag rooms and the middle - I think is (perhaps) a good idea increase the flag room size like so;

sadly in q4ed you cant select multiple vertices, so it'll be a troublesome action :\
The middle serves hardly any fighting space, it lacks especialy on ground level.
The shot below shows some overdraw - messy you!
Then at last, something pretty odd, which seems to be a portal issue, the first picture is before, and the second is after I walked an inch backwards - notice that it stopped rendering all behind the red armor;
Yes, I have

Thought so :P - maybe you've heard of a band called god dethroned, they've got an album named ravenous, with one song about the movie. (not quite the best music, but ok for the sake of variation)
Posted: Tue Jan 03, 2006 9:42 pm
by corsair
now on with my own map, its craziness how much time is getting into it :O
Posted: Wed Jan 04, 2006 12:51 am
by pjw
This is looking pretty solid, and corsair seems to have hit all the stuff I saw as well (fx, portal weirdness @ RA). I love the interconnectivity and varied routes in this map.
This comment got me to thinking:
corsair wrote:Well basicly the whole map, but in particular the flag rooms and the middle
I'm wondering what the map would feel like it you grabbed all the brushwork and scaled by 50% or so...?
Trust me, I realize how incredibly painful a move like that would be at this point and how much stuff it would hose (e.g. textures, entity placement, lighting, etc.)--I did it once on a Q3 map that was almost finished, only because the increased elbow-room felt so good after doing so.
Understand, I'm not saying the map is
too tight now, IMO, but it
is tight, so maybe it's worth looking at.
On the other hand, you're welcome to just laugh at the idea and not open that Pandora's box of pain.

Posted: Wed Jan 04, 2006 1:38 pm
by corsair
I was thinking more along a scale of 1.2 or 1.3, 50% would be too much - but the fact remains scaling it IS going to be a pain in the ass.
One more thing - which I forgot to mention - I wouldnt know how to call it, but its above the center in the third shot I attached to my previous post, the three-brushed element that connects the left wall extrusion to the right extrusion. It looks rather odd :]
Posted: Wed Jan 04, 2006 7:19 pm
by Geit
Scaling the map doesn't really feel like an option to me. Besides it was intentional to make it a bit tight.
corsair wrote:
Thought so :P - maybe you've heard of a band called god dethroned, they've got an album named ravenous, with one song about the movie. (not quite the best music, but ok for the sake of variation)
yes I know them. Crappy band though :icon25:
Posted: Wed Jan 04, 2006 7:24 pm
by corsair
Geit wrote:Scaling the map doesn't really feel like an option to me. Besides it was intentional to make it a bit tight.
yes I know them. Crappy band though :icon25:
That's a wise decision - or you're just lazy. Either way, I'd have done the same
Geit wrote:yes I know them. Crappy band though :icon25:
They had a fine ten seconds or so in their whole career
edit: however, is there any good (death) metal band anyway?
Posted: Thu Jan 05, 2006 2:27 am
by pjw
corsair wrote:That's a wise decision - or you're just lazy. Either way, I'd have done the same

Sometimes wise and lazy go quite nicely hand-in-hand.

Posted: Sun Jan 08, 2006 2:26 am
by Geit
pjw wrote:corsair wrote:That's a wise decision - or you're just lazy. Either way, I'd have done the same

Sometimes wise and lazy go quite nicely hand-in-hand.

They sure do :icon25: