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Q3shw25: Rotten Soul - Beta 2 (update 10.03.2010)

Posted: Fri Mar 05, 2010 2:04 pm
by ShadoW_86
Hello everybody. Here's my next map, Rotten soul. It's very old project, if I remember correctly I've started it in 2005, or something like that :). After some development I dumped it, and later worked on it in about 2007. Now have came the time to finish it at last :).

It's very moody, dark map. Many people would say it's too dark, but I really like how this map looks, so I won't change the lighning. I know it's not 'pro', but let be honest, there are tons of great pro maps, which nobody plays anyway . So this time I want just to make pleasure myself, and make that way :).

It's first beta, gameplay is 1v1. Later, when all bugs will be fixed, I would also like to make tdm version. There is no clipping, and map lucks a lot of other technical things, I'll add them later. Right now I would like to hear what do you think about this map, are there any defects, and what about the gameplay.

Download Q3shw25_b1

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Re: Q3shw25: Rotten Soul - Beta 1

Posted: Fri Mar 05, 2010 3:12 pm
by Foo
Visually excellent.

Gameplay-wise you've got a lot of the elements there, although it's a little on the large side for a good 1v1 pace.

You could possibly trim down on a few areas - the LG room is kinda oversize.

The room with the 50h + shards in in (which I'm guessing housed a much bigger item originally) feels kind superfluous, and the door in there maybe doesn't need to open.

The grating in your 5th shot isn't thin enough to shoot through (without slowing down and being very precise).

I suspect this would really shine in 2v2

Re: Q3shw25: Rotten Soul - Beta 1

Posted: Fri Mar 05, 2010 10:50 pm
by v1l3
I'm in love..nice gothic look. It is dark, but that can be fixed with r_gamma I went up to 1.3 and it was fine, but if you're in a dark room then it's fine at what it is. The fog made it somewhat jerky for me though, especially when I tried a 2vs2 match on it. I wanted to make a request for you to attach a no fog version in with it, like ktsdm3 has.

Re: Q3shw25: Rotten Soul - Beta 1

Posted: Fri Mar 05, 2010 10:51 pm
by fKd
change the step height to 8 units?

brighten it up a little, it seems very dark.

apart from that, looking great, very

impressive atmosphere! have not played a bot match yet, just checked out the construction.

Re: Q3shw25: Rotten Soul - Beta 1

Posted: Sat Mar 06, 2010 4:16 am
by Pat Howard
Hey ShadoW,

Great work here as usual. I'm fine with the lighting overall. The thing that bothered me the most was the 16u steps. Looks like you could turn those into 8u steps fairly easily.

I was able to fall into a hole and get a major HOM effect here:

[lvlshot]http://www.divshare.com/direct/10674921-11f.jpg[/lvlshot]

Re: Q3shw25: Rotten Soul - Beta 1

Posted: Sat Mar 06, 2010 7:56 am
by ShadoW_86
Thanks guys for comments!
Foo wrote:Visually excellent.
I suspect this would really shine in 2v2
Well, I want to make later 2v2 tdm layout for this map :). Since almost all you want 16u stairs, I'll correct them for next release.
Btw, I'm looking for some spider web textures. I'm sure I've seen those in a few maps, but can't remember which was that. Could you guys help me with that, maybe you know some maps with such webs? Also I need some markers for weapon spawn points, any ideas ? :)

Edit: Also I'm wondering about adding some flares to the lights, what do you think? Could somebody recommend me some good looking flares effects?

Re: Q3shw25: Rotten Soul - Beta 1

Posted: Sat Mar 06, 2010 4:12 pm
by dONKEY
I downloaded this morning my time, but haven't had a chance to play; just had a look before work. I really like the look and atmosphere. Excellent stuff.

Re: Q3shw25: Rotten Soul - Beta 1

Posted: Sat Mar 06, 2010 4:15 pm
by dONKEY
oooo...forgot I could get outside the map in 2 areas, might wanna check the clipping.

Re: Q3shw25: Rotten Soul - Beta 1

Posted: Sat Mar 06, 2010 4:53 pm
by ShadoW_86
there is no clipping yet :).

Re: Q3shw25: Rotten Soul - Beta 1

Posted: Sun Mar 07, 2010 2:24 am
by dONKEY
oh hehe, my bad :)
I like the 16u steps btw.

Re: Q3shw25: Rotten Soul - Beta 1

Posted: Sun Mar 07, 2010 7:51 pm
by phantazm11
Great map Shadow! In my opinion it has near perfect connectability. There is a really cool flow, and I love the little cave section connecting the lower and upper.

For me it was a little on the dark side, but that is just a personal preference.

Can't wait to see the final!

Re: Q3shw25: Rotten Soul - Beta 1

Posted: Sun Mar 07, 2010 8:36 pm
by ShadoW_86
Thanks Phantazm :). Right now I'm finishing clipping, next beta should be ready in a couple of days. Also I will propably add some plants, and maybe those spider webs.

Re: Q3shw25: Rotten Soul - Beta 1

Posted: Mon Mar 08, 2010 8:26 am
by ShadoW_86
Planst in action, plus new stairs :).

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Re: Q3shw25: Rotten Soul - Beta 1

Posted: Wed Mar 10, 2010 4:29 pm
by ShadoW_86
Update, new release
Q3shw25 Beta2

Right now I think is almost final (at last for me). Lightning is perfect for me, I've added details, sounds, clipping, hints and so on. Also tdm support is there with slightly different item placement. I'm waiting on feedbeck on bugs and gameplay :). Is there any way to add some nice 'flare similiar' ligth effects via q2map? Because texture flares looks just bad. Also I have this strange issue with skybox, as soon on pictures below, sometimes on side os skybox changes it's light intensity. Anybody knows what is this about?
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+1 unit forward...:
shot0022.jpg

Re: Q3shw25: Rotten Soul - Beta 2 (update 10.03.2010)

Posted: Fri Mar 12, 2010 7:47 am
by ShadoW_86
Nobody?

Re: Q3shw25: Rotten Soul - Beta 2 (update 10.03.2010)

Posted: Fri Mar 12, 2010 8:44 am
by Foo
Can't solve it, but definitely seeing the same problem:
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Re: Q3shw25: Rotten Soul - Beta 2 (update 10.03.2010)

Posted: Fri Mar 12, 2010 4:31 pm
by obsidian
I suspect it has something to do with your fog affecting the sky. I tried adding q3map_nofog to your sky shader, but that doesn't change things.

Try temporarily removing the fog and see how it looks.

Re: Q3shw25: Rotten Soul - Beta 2 (update 10.03.2010)

Posted: Sat Mar 13, 2010 1:12 am
by Foo
That'd make sense... you can only have one plane of a fog brush that the player can pass or see through. If you have more than one plane, some really wierd shit starts to happen with pop-in.

Is the fog brush extended all the way up to the sky brush?

Re: Q3shw25: Rotten Soul - Beta 2 (update 10.03.2010)

Posted: Sun Mar 14, 2010 6:58 pm
by ShadoW_86
Foo wrote:Is the fog brush extended all the way up to the sky brush?
Yes, of course. I know that this have something to do with a fog in the map, but I can't find what exactly :/. I've tryed change both sky, and fog shader but nothing works.

Re: Q3shw25: Rotten Soul - Beta 2 (update 10.03.2010)

Posted: Tue Mar 16, 2010 1:19 pm
by ShadoW_86
Ok, if nobody has anything more to add, I think I can assume map is finished. In few days if nothing comes up I'm sending it to LvL.

Re: Q3shw25: Rotten Soul - Beta 2 (update 10.03.2010)

Posted: Tue Mar 16, 2010 2:38 pm
by obsidian
Any luck with the fog/sky bug?

Re: Q3shw25: Rotten Soul - Beta 2 (update 10.03.2010)

Posted: Tue Mar 16, 2010 3:51 pm
by Hipshot
Btw, I've had this bug for about 5 years ago.
Using a very large fogbrush, my problem never got solved and I eventually had to remove the fog.

Re: Q3shw25: Rotten Soul - Beta 2 (update 10.03.2010)

Posted: Tue Mar 16, 2010 5:03 pm
by ShadoW_86
Hipshot wrote:Btw, I've had this bug for about 5 years ago.
Using a very large fogbrush, my problem never got solved and I eventually had to remove the fog.
My bug also never got solved, so it stays as it is right now :).