Hello again my fellow LEM gremlins! (rrctf4 beta)

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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roughrider
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Re: Hello again my fellow LEM gremlins! (rrctf4 beta)

Post by roughrider »

Yeah, I have some connective paths from the middle and am working on a second level at the moment. Hope it turns out like I want it.
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skinNCNmaster
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Re: Hello again my fellow LEM gremlins! (rrctf4 beta)

Post by skinNCNmaster »

UM THOSE SCREENSHOTS ARE NOT THE MAP I TESTED

lol the ones up top.. are from a completely different map than the demo.. and the file you proved halfway down there. lol
Last edited by skinNCNmaster on Wed May 05, 2010 10:49 pm, edited 1 time in total.
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roughrider
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Re: Hello again my fellow LEM gremlins! (rrctf4 beta)

Post by roughrider »

yes they are.
Take some screenshots and post them up so I can see what you were seeing/playing in.
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skinNCNmaster
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Re: Hello again my fellow LEM gremlins! (rrctf4 beta)

Post by skinNCNmaster »

lol the demo halfway up of the flag room is a different flag room completely than those pics up top
skinNCNmaster
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Re: Hello again my fellow LEM gremlins!

Post by skinNCNmaster »

roughrider wrote:
cityy wrote:http://lvlworld.com/ - but it doesnt have a beta section anymore.
No prob as far as the beta section goes. I can find somewhere else, besides FP or FF to place it until it "officially" gets released.

Edit: Here's the link for those that don't have it.

that one
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roughrider
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Re: Hello again my fellow LEM gremlins! (rrctf4 beta)

Post by roughrider »

Oh, haha. I had posted that one for the ones that didn't have it. I see where the confusion is now :D
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skinNCNmaster
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Re: Hello again my fellow LEM gremlins! (rrctf4 beta)

Post by skinNCNmaster »

so youre saying i reviewed the wrong one and you listened to my critique and thought it applied to the other map?
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roughrider
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Re: Hello again my fellow LEM gremlins! (rrctf4 beta)

Post by roughrider »

Hahaha yeah man. Sorry about that. But it was good to hear your thoughts on that one anyway because I have started a remake of that one as well. I was looking at some of the old community maps I have here and figured I could add some of that to both of these maps.
I didn't get to do anything on my latest map today as I was sleeping most of the day, a result of my late night shift, but will try to get some done to it tomorrow or Saturday.
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roughrider
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Re: Hello again my fellow LEM gremlins! (rrctf4 beta)

Post by roughrider »

I have made some changes and emailed the updated zip to obsidian.
Also remember to delete the old pk3 so you don't have collision problems.


@obsidian:
Let me know if I have to resend again as I had to submit it 3 times before it would send so I'm not sure how well it went. If I have to resend it, it will be tomorrow as I am heading to work now.
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roughrider
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Re: Hello again my fellow LEM gremlins! (rrctf4 beta)

Post by roughrider »

Just a couple screenies with my projected changes coming off central area. Only shows the blue side atm, but you get the drift.

Those of you that have looked at the map know where this is. I moved the back wall further back and attached it to the corresponding wall in the old ra room.
shot0020.jpg
This is the old ra room.
shot0021.jpg

Again this shows the old ra room from the blue flag room angle. As you can see, I removed the ra. No need for the ra in here since the ya is in the other room.
shot0022.jpg
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Ferrao10
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Re: Hello again my fellow LEM gremlins! (rrctf4 beta)

Post by Ferrao10 »

Hey Roughrider. Just got the time to give your map a test with bots.

Well, sorry, this is gonna hurt...

First off, the flagroom is way too wide and tall in my opinion.
It's a railer's paradise. And you can't rocketjump the upper platform from the lower ground which gives you only the two JPs to get to the flag.

Secondly, only two entrances to this collosus that is the flagroom.
Way too few. On a flagroom like this you need at least 4 or more entrances.

You have a trim/grill texture in there (saw it in the flagroom, evil8 texture set i think) that you blew up to 200 or 300 % of its original size. Don't do it. It will make it blurry/washed out. Only do so on small detail if necessary.

As for gameplay, sorry, I won't go into it. This map needs a huge overhaul, imo, but it has great potential. Keep at it.
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roughrider
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Re: Hello again my fellow LEM gremlins! (rrctf4 beta)

Post by roughrider »

Thanks for looking and for the feedback. I have made some of the wanted changes already, as shown in my previous post with the updated screenies. Still working on some 2nd story pathways out of the central area. I'm surprised you couldn't rj up to the flag level, I don't have issues with it.

Onto the other changes:

Although I don't have a screenies to show you at this point, the original 2 pathways leading out of the flag room have been re-worked to a degree. Where they used to meet in the ya room off of the center (shown in previous post screenie), I have removed those halls and have them running to center room with the electric chair and cage, respectively. Also out of those 2 locations, as was suggested by obsidian, I have created a jp to a 2nd level in center and am currently working on connecting those paths to the bases.

Before it is asked, the reason I don't have any screenies of the other stuff yet is because I haven't closed up some locations so I can compile and get screenies. Although thinking about it, I could take some shots from within editor. Hmm..Glad I thought of that. :olo:
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Dark Metal
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Re: Hello again my fellow LEM gremlins! (rrctf4 beta)

Post by Dark Metal »

Oh hi.
[WYD]
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roughrider
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Re: Hello again my fellow LEM gremlins! (rrctf4 beta)

Post by roughrider »

Dark Metal wrote:Oh hi.
Hi oh.
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roughrider
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Re: Hello again my fellow LEM gremlins! (rrctf4 beta)

Post by roughrider »

Well since I have done some more work on this I wanted to show the little bit of progress I have made in relation to the central area and the 2 rooms coming off the center as well.
I haven't gotten to the base changes I want to do yet but I am getting there.
And without wasting anymore time, now for the screenies.

This obviously shows the changed up center. I removed the old square legs and patches and dropped this in there with the power-ups on top. I removed the quad as well.
shot0023.jpg
This shot is going into the old sparky/cage room which now leads to a 2nd level that I have been working on.
shot0024.jpg
This is another view of the changed up rooms leading to 2nd level.
shot0025.jpg
Another view of changed room to 2nd level.
shot0027.jpg
This shot is atop the new piece added in the middle. As you can see, I did some changes to the walls. Wanted to keep it from being so flat hence bringing the walls out some and clipping them into shape. Also added another trim piece above the doorway.
shot0028.jpg
Hopefully I will have another version for you to grab this weekend. Thanks again to obsidian for the placement of the file and also for some good ideas which are being used in different locations :D .
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roughrider
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Re: Hello again my fellow LEM gremlins! (rrctf4 beta)

Post by roughrider »

Ok, got some more screenshots of what i have been working. Unfortunately, it hasn't been rrctf4 but it is still a ctf map. My old rrctf3 which has been hanging around for a while on my hdd. This one, in my opinion, will turn out better then rrctf4. Well, at least at this time it is anyway.
And for the screenshots.
shot0029.jpg
shot0032.jpg
shot0035.jpg
shot0037.jpg
shot0039.jpg

This is all I have to show right now. Will post again once I have another compile of the newly added pieces in there.
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roughrider
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Re: Hello again my fellow LEM gremlins! (rrctf4 beta)

Post by roughrider »

OMG, this sure is a blast from the past. Not that it will make any difference, but, I am now working on this again. No idea when it will get finished though as I work 6 days a week and the one day I do have off, I tend to sleep most of it as I get crap rest during the rest of the week.
There is soooo much to work on in here, a lot of changes that I did in the past are lost so I am trying to get some sort of connectivity and flow worked out, remove some bad spots and put the 2nd level in as I was trying to do in the past.
Of course, with all the re-work I need to do with this, might as well start a new one, eh? :olo:
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