Return to the Entryway (TabD2Map01)
Posted: Tue Aug 18, 2009 5:09 pm
Edit, Update 2:
Final released and set to LvL.
---
Edit, Update:
Beta2 is done. I've updated this message with new screenshots and a new download link.
Updates:
I've mostly been active in the game-modding scene as a 2d & 3d artist for Wirehead Studios' Generations Arena (which I'm deviously plugging here, because too few people know about it, and it's a neat project and still not dead -- http://www.wireheadstudios.org). Not really an active gamer, though I play some Q3A/QL now and then -- I just enjoy tinkering. Obviously I haven't been active on these forums, but I've been reading them long before the admins were kind enough to allow me to register
.
I hope I picked up on some good mapping habits, but this is my first Q3A map (did some Q2 mapping back in the day, but nothing really worth mentioning), so any and all feedback is very much welcome.
I'm using GTKradiant 1.5 and the accompanying q3map2 version.
Screenshots






(Click to enlarge)
About the map
For those who didn't recognize it: this is a remake of Doom II's first map, the Entryway. It's a fairly faithful take, so the layout pretty much sucks. I know this, but the nostalgic function is #1 here.
I guess I'm calling this "beta2", though I don't know (and don't really care) if that's the proper tag for it.
Download
tabd2map01_beta2.zip (10 Mb)
Map name is "tabd2map01" and "tabd2map01_pure".
Music file (not official or anything): tabd2map01_music.zip (20 Mb)
Questions
Aside from probably needing the usual tips on mapping, I have some trouble with mapping that I'm looking to get some help with:
Final released and set to LvL.
---
Edit, Update:
Beta2 is done. I've updated this message with new screenshots and a new download link.
Updates:
- Aesthetics. Lots of tweaks. Map shouldn't look as bland now.
- Now has two versions: "tabd2map01" is the Q3A-geared item layout, "tabd2map01_pure" is the original Doom II layout.
- "Starting" platform no longer (easily) jumpable.
- Button timings adjusted and global sound (for alerting anyone opening the outer door) added.
- A lot more botclipping added and bots now get the PG in the _pure version.
I've mostly been active in the game-modding scene as a 2d & 3d artist for Wirehead Studios' Generations Arena (which I'm deviously plugging here, because too few people know about it, and it's a neat project and still not dead -- http://www.wireheadstudios.org). Not really an active gamer, though I play some Q3A/QL now and then -- I just enjoy tinkering. Obviously I haven't been active on these forums, but I've been reading them long before the admins were kind enough to allow me to register

I hope I picked up on some good mapping habits, but this is my first Q3A map (did some Q2 mapping back in the day, but nothing really worth mentioning), so any and all feedback is very much welcome.
I'm using GTKradiant 1.5 and the accompanying q3map2 version.
Screenshots






(Click to enlarge)
About the map
For those who didn't recognize it: this is a remake of Doom II's first map, the Entryway. It's a fairly faithful take, so the layout pretty much sucks. I know this, but the nostalgic function is #1 here.
I guess I'm calling this "beta2", though I don't know (and don't really care) if that's the proper tag for it.
Download
tabd2map01_beta2.zip (10 Mb)
Map name is "tabd2map01" and "tabd2map01_pure".
Music file (not official or anything): tabd2map01_music.zip (20 Mb)
Questions
Aside from probably needing the usual tips on mapping, I have some trouble with mapping that I'm looking to get some help with:
- (a) The whole map is on the grid and (somewhat) sensibly laid out that way, but it's rather too large. So I scale it down to 0.75 times the actual size before compiling. It would be better matched to the original Doom II map's dimensions if I could scale it to 0.7 times. That way it would still allow jumps without one hitting one's head, etc. Problem is, if I do an Arbitrary scale on the whole map at 0.7, the map goes off grid (logically) and somehow patches get disconnected from brushwork, resulting in cracks or z-fighting wherever curves are used. Is there a way to prevent this and still get it to that size? (now given up on)
- (b) I'm getting the infamous black lines in the skybox. Using -skyfix doesn't really help (for me), but should I use it anyway? Or have I missed some better way to get rid of them? (known, using ioQuake for screenshots)
- (c) I'm also getting some "CM_GridPlane unresolvable" errors . I've understood that they're mostly harmless. If that isn't true, how do I get rid of them? (no response on this, just have to accept this?)