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Q3&Q4 - AEon's DM 7 Redux [ideas]
Posted: Sun May 21, 2006 5:57 pm
by AEon
Presently working on
AEdm7 -
AEon's DM7 Redux a Q3A/Q4 FFA Map
- I actually started off using Q3DM7 as an inspiration, presently only the RL area of DM7 is still there, see a).
- Using Evillair's eX Q4 texture set in Q3A. Fixed the grate textures to work in Q3A.
- Some design elements are rebuilt (brush by brush) areas of Q4DM1, the style I am aiming for.
- After the layout for the map is done, I'll convert the map over to Q4 and use Evillair's bumpmapped original textures.
- This is the first compile, and still needs more light

- IMO already looks kinda Q2-ish. :icon30:
Layout suggestions, ideas etc welcome.
Posted: Sun May 21, 2006 7:23 pm
by Hipshot
Are you going to change sky anytime soon?
Posted: Sun May 21, 2006 7:32 pm
by Survivor
TWIN TIGERS!!!
Posted: Sun May 21, 2006 7:47 pm
by AEon
That is the skybox from AEglow... I was just too plain lazy to use another one for the quick compile to see how the textures look in Q3A.
In Q4 I'll be using one of the panorama skyboxes.
Posted: Mon May 22, 2006 12:29 am
by Pext
awesome idea :icon14:
is the overall layout going to be like dm7?
if so:
i think a few rooms might need a big reworking. i'll do some thinking on this if i can get the time.
Posted: Mon May 22, 2006 6:25 am
by AEon
I am finding out more and more that every time I am wondering how to continue connecting the rooms, it turns out to be similar to q4dm1. Hopefully something of q3dm7 will make this map interesting and different enough from q4dm1.
Should have some more shots later in the day and a different skybox.
Posted: Tue May 23, 2006 10:40 pm
by AEon
Added another room - see b) - to the arena now in r26.
Playing against hardcore Keel, Doom and Anarki is a total blast.
Map is still a bit dark, but will fix that soon. I want to build 2nd arena area on the other side of c) (the right in c), up on top in d)). Possibly a third arena with different heights.
Presently the map paths are very short, this makes the map very fast and thus fun. Hope to keep paths short.
Posted: Wed May 24, 2006 6:07 am
by Hipshot
I wish I had your skills in making a good playable level :/
Posted: Wed May 24, 2006 8:43 am
by AEon
Very kind of you to say so... I wish I believed in my own skills that much
As that may be, started 2nd arena. It is quite uncanny: Every time I think I came up with an interesting new pathing, it turns out that q4dm1 did exactly that. It seems that if you actually have only 2 arenas *and* want to "massively" connect both on several height levels you don't have that many possibilities.
Posted: Wed May 24, 2006 9:06 am
by Oeloe
Hipshot wrote:I wish I had your skills in making a good playable level :/
Imitating/copying elements from maps with good gameplay isn't a bad thing...
Posted: Wed May 24, 2006 10:04 am
by AEon
That is my hope
Sofar the map plays like much like q4dm1... or put differently it's fun to me with bots. The final layout will need testing here at LEM in a beta obviously.
Posted: Wed May 24, 2006 12:48 pm
by Fjoggs
Hipshot wrote:I wish I had your skills in making a good playable level :/
Start playing online, you'll soon find out what makes a good map from a bad map.
Posted: Thu May 25, 2006 12:13 am
by AEon
This is r37. I am surprised how quickly the map is growing. The basic layout for arena 2 (left half of map) is done, the above arena 1 shots are in the right half of the shot.
[lvlshot]http://aeons.poweredbylasers.com/tmp/mapping/aedm7-r37-topview.png[/lvlshot]
Posted: Sat May 27, 2006 2:04 am
by AEon
So... finally closed off all the new areas. Arena 2 is more or less done, so here the results of the
r45 compile:

a) and b) are arena 2 (A2)
c) The new teleporter, looking out to A2.
d) Jumppad shaft that lets you get off in 2 directions.
e) One of the quieter corridors.
f) Arena 1 (A1) to the right, A2 on the left. Thinking about adding Arena 3 in top of shot.
What surprises me how fast the map is coming along. Sure I used extensive copy and paste, but that does not really show IMO. And even the walls that are not textured in much detail, look as if that was on purpose. Weird
Playing against 7 Hardcore is absolutely frantic.
Have a list of things to fix -
beta 1 should be out tomorrow though.
Very strange, could be my most fun map yet...
Posted: Sun May 28, 2006 5:07 pm
by AEon
Presently rethinking some of the paths in
AEdm7 r50... here is where things stand at present:
- Arena 2, left, move out the wall by 2 blocks (64 units) to make it larger and give the players more space there. A lot of Bot battles happening there, red arrows.
- Top / right of map, I am thinking of adding a window arcade, and medium sized room (red dashed).
- As you can see in green the 3 main lines of sight are a tad long. Engine-wise it seems to be no problem, but you can rail clear across the map. Even though the heights differ.
- The idea for the Teleporters is their use in Q4, e.g. that you can send rockets through them
With the long lines of sight that could be "fun" or really evil 
- I was thinking of moving TP3 to where the red up/down arrow a bit up and to the right is. To avoid having TP2 and TP3 too close to the left arena.
- Currently the TPs are interconnected, meaning, TP1
TP2
TP3
TP1... that leads to very hysterical gameplay. I even noted that bot would go through come out of TP1, grab the health nearby and then leave via TP1 again.
Post your thoughts.
If someone is interested I could post a current fully working beta 1 of the map for tests.
Re: Q3&Q4 - AEon's DM 7 Redux [ideas]
Posted: Thu Aug 13, 2009 9:13 am
by AEon
Strange I could has sworn that I released a beta version of the map. But possibly that was the

version only. I played the

yesterday, and the map is pretty much done IMO.
Update: Thread continued here in:
(Sorry, more or less accidentally bumped the thread

)
Re: Q3&Q4 - AEon's DM 7 Redux [ideas]
Posted: Thu Aug 13, 2009 4:17 pm
by obsidian
Me too, as I recall running around in it and sending you some feedback about some broken brushes or something. But that was 3 years ago, and we could just be senile/demented.
Re: Q3&Q4 - AEon's DM 7 Redux [ideas]
Posted: Thu Aug 13, 2009 6:53 pm
by Hipshot
Where have you been the last years, I was actually really close to ask Obs to give me control over the "Q3W Level Editing & Modeling Link Resources" because someone need to clean that up, 75% of the texture links are more or less dead =)
Don't bother it's water near a bridge =)
I enjoy this thread, my comments feels so old. I later that year put out my
first level where I really focused on the game play first, not the graphics and even though the game play might not have been that good really - it still kinda changed the direction of how I made levels - gameplay > graphics.
Sorry for all offt, I just couldn't stop myself.
Re: Q3&Q4 - AEon's DM 7 Redux [ideas]
Posted: Thu Aug 13, 2009 8:19 pm
by v1l3
AEon wrote:Strange I could has sworn that I released a beta version of the map.
you did..I still have it.
The only error that has really stuck out is the sky having lines on Q3..and on IOQ3, meaning that everybody see the lines I'm assuming?
Re: Q3&Q4 - AEon's DM 7 Redux [ideas]
Posted: Thu Aug 13, 2009 9:58 pm
by AEon
Everyone notice the "update" in the previous... took me a while to find the proper thread again, the forum search seems to have a thing for "hiding" pages if you are not careful while searching.
Alas the skybox black line issue is still an issue... so nothing I can do about that

... I could not use a skybox

Re: Q3&Q4 - AEon's DM 7 Redux [ideas]
Posted: Thu Aug 13, 2009 10:08 pm
by Hipshot
I did a trick a few years ago, I mapped the sky to inside a cube, then I placed the cube inside a _sky and put the scale to like 100000000 then it "became" like a real sky but worked on ATI. I used a "sky caulk" on the level, a texture with my sky props but with a 1x1 tga that coulden't be seen anyway.
Or you can use a angular mapped sky (think it's called that, ydnars way to bend a single texture as a sphere around the sky) or just a scrolling sky.
The "skyfix" people mentions sometimes never works for me for some reason.
Re: Q3&Q4 - AEon's DM 7 Redux [ideas]
Posted: Thu Aug 13, 2009 10:24 pm
by Hipshot
Here it is. Try and see, I don't remember that much about this, look and see if there's any lines. I don't think people took this idea to them much.
viewtopic.php?f=10&t=22941&hilit=sky
edit: Tried it at my X700 on the laptop, no lines, looks like a regular sky.
Re: Q3&Q4 - AEon's DM 7 Redux [ideas]
Posted: Fri Aug 14, 2009 9:33 pm
by AEon
Hehe... awesome video... thanks...
Starting GTKradiant is kinda weird... gotta remember how the heck mapping works. And I definitely need a 2nd monitor again for a one-monitor full-screen 3d view.
Re: Q3&Q4 - AEon's DM 7 Redux [ideas]
Posted: Sun Sep 27, 2009 8:20 am
by cityy
Any chance of seeing this coming up again? IMHO it is already releaseable - I rly like it

Re: Q3&Q4 - AEon's DM 7 Redux [ideas]
Posted: Sun Sep 27, 2009 11:28 am
by AEon
Yes, definitely... I am presently trying to finish all the started maps, and I was keeping this map for later, to *really* make the most of that map. Of my own maps, next to AEpyra and SolarAE my favorite map, it just feels right (mostly) even after 3.5 years.
It would be cool if folks could give some feedback on the TPs. Personally I am thinking of removing at least two of them. And also change the TP destinations... the TP hopping the bots have started to do, is *really* bad (i.e. enter TP, then enter the next TP etc...).