beta 3 kat1024 (little rock) by kat

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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Kat
Posts: 952
Joined: Tue Nov 14, 2000 8:00 am

beta 3 kat1024 (little rock) by kat

Post by Kat »

[UPDATE] 13th April 05
=====================================
This is *just* the BSP and associated assets.
http://www.infosprite.com/members/kat/b ... at1024.zip @c.2.7MB

beta 3.1 with the fixes to the problems below and the addition of Yellow armour. I can't say that it improves *bot* that I can see but it'll be something for huu-mans to fight over.!

Remove the old beta3*pk3 and drop the new one in it's place. No change in the multiplant pack and only minor changes to the assets pack so I'll upload those again on final.


Thanks for the feedback.

=====================================


ok.. hopefully *this* is the last beta.. !

I had some problems uploading the file so if you get any probs with it let me know.

Zip file includes
- multiplant
- updated *.map + editor assets
- beta3 BSP

http://www.infosprite.com/members/kat/k ... master.zip c.7.2MB

fix list
- upper spawn points buried in clip (bots wouldn't use them)
- fixed and remapped a couple of UVW fugglies
- added missing 'nateplants' (mushroom etc..)
- new texture blended to rock (mossy)
- misc tweeks and fiddles

Image
Image
Image
Image
Last edited by Kat on Wed Apr 13, 2005 11:02 pm, edited 1 time in total.
schwimwantshispassword
Posts: 9
Joined: Sun Apr 10, 2005 2:35 am

looking good sir..

Post by schwimwantshispassword »

Hello Mr. Kat,

I've always loved your cave/rock maps, so thought it worth a dl, even on dialup! ;)

I can't remember how to take ss in .jpg, and no longer have a method of working w/tga's after my last hd crash, but I only saw one thing that looked iffy.

I know the jp's were supposed to look broken, but on the very bottom, the jp looked as if it had overdraw on it. Don't know if that's the way you intended it to look or not, but I thought I'd mention it.

Another great map sir, thanks very much for sharing.

thanks,
json
Kat
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Joined: Tue Nov 14, 2000 8:00 am

Post by Kat »

Hmmm I've not spotted anything obvious but I'll have another look to see if I can find it. (F11 should take screenies btw)

The final release will be in two packs... one big one with everything in it and smaller dialup friendly packs where the zips in the master file will be available separeately - don't worry I have nay forgotten the dialup bretheran ;)
schwimwantshispassword
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Post by schwimwantshispassword »

F-11 by default shoots .tga's, which I can't work w/until I get my software back on this box.

Like I said, it may be an intentional look you're going for. It just looked like overdraw.

good times,
json
^misantropia^
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Post by ^misantropia^ »

/bind f11 screenshotjpeg
Lenard
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Post by Lenard »

Or press printscreen and ctrl+v into mspaint.
[img]http://myspace-001.vo.llnwd.net/00555/10/05/555355001_l.gif[/img]
voodoochopstiks
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Post by voodoochopstiks »

very hard to take many screenshots that way
[i][color=#408080]Give someone a program, frustrate them for a day. Teach someone to program, frustrate them for a lifetime.[/color][/i]
TR!N!X
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Post by TR!N!X »

i use to do it that way till some 1 told me of f11 :S
Fjoggs
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Post by Fjoggs »

\bind f11 "cg_draw2d 0;cg_drawgun 0;cl_noprint 1;wait;wait;wait;wait;screenshotJPEG;wait;wait;wait;wait;cl_noprint 0;cg_drawgun 1;cg_draw2d 1"

I forgot how to take mute shots, so noprint 1 will have to do. :P
Kat
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Post by Kat »

Kaziganthe wrote:So about his map...
lol, yeah. Bots should work as well as they can in this type of map now. The previous version had a couple of buried spawn points up top which ment they weren't using them. Klesk still 'owns'. That was the only 'major' thing that needed fixing so aside from the UVWmap tweeks that's about it.
Fjoggs
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Post by Fjoggs »

Let's get some games on it, you avail tonight? ;)
Kat
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Post by Kat »

I can't run a server.. I've been trying for months now and although it sets up without a hitch it can't be seen or accessed from the outside world even though the ports and permissions have been set in my firewall app correctly.
voodoochopstiks
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Post by voodoochopstiks »

You could join mine! Btw, gameplay wise, I think it needs some armor on the bottom, like a yellow one or such.
[i][color=#408080]Give someone a program, frustrate them for a day. Teach someone to program, frustrate them for a lifetime.[/color][/i]
Kat
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Post by Kat »

voodoochopstiks wrote:You could join mine! Btw, gameplay wise, I think it needs some armor on the bottom, like a yellow one or such.
It originally had Red armour up top to encourgae movement around the map. As it stands putting too many 'powerups' may not be a good idea - considering megahealth is up top - you wouldn't really want to give access to both of those at the same time in such a small map.
Lenard
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Post by Lenard »

Maybe a red and a yellow, no MH?
[img]http://myspace-001.vo.llnwd.net/00555/10/05/555355001_l.gif[/img]
voodoochopstiks
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Post by voodoochopstiks »

Yeah, but right now, the only good item is up top, and nothing else is avail. , no need to move from there.
[i][color=#408080]Give someone a program, frustrate them for a day. Teach someone to program, frustrate them for a lifetime.[/color][/i]
Don Carlos
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Post by Don Carlos »

z fighting in the first screeny on the bounce pad ;)
Kat
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Post by Kat »

Don Carlos wrote:z fighting in the first screeny on the bounce pad ;)
eh? Oh heh.. nah that's not z-fighting, that bit of jump pad is broken and what you're seeing is the 'stone' underneath where the jumppad has been chipped away.
obsidian
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Post by obsidian »

Image

The moss is a nice touch. Softens up the map a little. I now realize that the plants were a bit out of place, growing on hard rock. Now with the moss, it looks much more natural.

UVW mapping greatly improved too.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
obsidian
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Post by obsidian »

Bots seem to get stuck here a lot. They're trying to get through the doorway but keep hitting something.
Image

Dammut! He got me! I still won 20 to 5 (3 of those he shot me while I was trying to take screenshots). Just a funny pic I wanted to share.
Image
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
Kat
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Post by Kat »

Bots are serious chat fraggers.!

Bot getting stuck may be a small cluster portal they're trying to get to rather than clip although I've wiggled that area a little bit. That 'seam' isn't a smoothgrouping error persay but something caused by the model being split there. I've re-edited that mesh a little bit so there isn't a seam there (it's been moved further round).

I'll have to make this next one the final beta as I'm loosing time on some other projects.
Last edited by Kat on Wed Apr 13, 2005 11:04 pm, edited 1 time in total.
Kat
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Post by Kat »

beta 3.1 updated above. Fixes problems mentioned above and adds Yellow amour ;)
[url=https://www.katsbits.com/tutorials#q3w]Tutorials, tools and resources[/url]
obsidian
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Post by obsidian »

Well, looks good from here... time to wrap it up for final?
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
Lenard
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Post by Lenard »

Kat wrote:beta 3.1 updated above. Fixes problems mentioned above and adds Yellow amour ;)
;)
Kat
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Post by Kat »

Lenard wrote:
Kat wrote:beta 3.1 updated above. Fixes problems mentioned above and adds Yellow amour ;)
;)
It cost you know.. I took out the shotty, doesn't effect gameplay much with it gone mind you..!
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