pukka3tourney2 Beta

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
sumatra
Posts: 325
Joined: Sat Feb 12, 2005 10:02 pm

pukka3tourney2 Beta

Post by sumatra »

It's true that it is just a copypsot from promodeforums, but I wanted to let you know though :)

Just for information: It's a duel map for cpma, so it has some minor issues in vanilla (as the crates for example, you get stuck on them), but if you like it though and you have some improvement suggestions, let me know :)



It's beta-time,
I kept the layout of alpha8 so far, just some minor tweaks.
I added some boxes in the RA area to give the player a second option to escape.
I'm still searching for a crusher, that fits the theme, perhaps anyone has some nice idea... (it's just a visual question).
Is the crusher useful at all?
I'm (not) waiting for some guy worrying about those lightbeams, dunno if I can get rid of those :D ...

I'm still interested in following points:
- itemplacement
- spawns
- cosmetics :-) (the beta is only 83,5% done, so you find some spots that are not as detailed as the rest of the map)
- are the crates handy for vertical connections, or just annoying?!

The room which has be fixed most is probably the MH room. So any suggestion on this location are very appreciated.

Image Image

You can play the map on Lazery Servers:
Quake 3 CPMA TNY 1 217.158.150.85:27961
Quake 3 CPMA TNY 2 217.158.150.85:27964


Just /callvote map pukka3tourney2_beta1
and don't forget to vote for a official map before you leave the server...

I'm interested in your demorecordings again!

So, can't wait what you think of and what suggestions/ideas you have.

And finally the download loacation: pukka3tourney2 Beta



Cheers! sumatra
[url=http://www.pukkadesign.com][color=#41c0eb]..::pukkadesign.com[/color][/url]
voodoochopstiks
Posts: 248
Joined: Tue Jun 08, 2004 7:00 am

Post by voodoochopstiks »

The button activates the MH trap AFAIK.
[i][color=#408080]Give someone a program, frustrate them for a day. Teach someone to program, frustrate them for a lifetime.[/color][/i]
^misantropia^
Posts: 4022
Joined: Sat Mar 12, 2005 6:24 pm

Post by ^misantropia^ »

- Z-fighting in the MH alcove
- When looking outside (skybox), you can see other parts of the map

I'll post screenies if you want. Map has a nice atmosphere and fast gameplay.
StormShadow
Posts: 557
Joined: Wed Feb 16, 2005 8:10 pm

Post by StormShadow »

Looks great, plays great :)

-maybe a hole or glass under the mega so you can see if its up

-make the button shootable as well as pushable?

-texture misalignment on the crates in front of one of the tp's

-overlapping brushes on the stairs behind the RL (i can post a screenie)

-when I shoot at these brushes, my shots dissapear into them:
Image

-Nice water shader, mind if I 'borrow' it?

-Crates make for fast-paced vertical connectors in cpm, but in baseq3 i get stuck on them a bit. I would still keep them tho.

Very fast-paced and open map.. looks like it will be a ton of fun when its complete. I will run around on it again and maybe get back to you with some more feedback.
o'dium
Posts: 11712
Joined: Sun Mar 25, 2001 8:00 am

Post by o'dium »

Please dude, dont use jpeg textures again. POSSIBLY if you are going to be using medium res textures at 512x512, but there is just to much compression on lower res textures.
o'dium
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Joined: Sun Mar 25, 2001 8:00 am

Post by o'dium »

Nice map, very nice. Some cool jumps in there. :icon14:

Now then... These are all things in my head, so feel free to ignore them.

- Those grates with the round holes in, scale them down again. The holes are VERY big, stand out a bit too much.

- The teleporters are cool, but they need something to stand out a bit. I'll try and think something up.

- The blood is too red and solid, try making it a bit darker and more random in terms of how its been splat against the surface.

- The lights are good, so to do a bit more with them. Add some autosprite flares, or even some glows.

- The level is much too bright, maybe tone down the overall brightness of the level, add a tiny bit of fog.

I'm goin for tea, ill stick up some ideas in a bit...
o'dium
Posts: 11712
Joined: Sun Mar 25, 2001 8:00 am

Post by o'dium »

Quick WIP of an idea for teleporters

Image
o'dium
Posts: 11712
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Post by o'dium »

Try them using testmodel commands. There is one for each portal:

http://www.quake2evolved.com/odium/portals.pk3

Image
sumatra
Posts: 325
Joined: Sat Feb 12, 2005 10:02 pm

Post by sumatra »

Very fancy ideas floating around here, i'm very glad about your encouraging interest :)

To your particular posts:

@Kaz:
- Button: MH trap, there are some nice ideas to replace this one.
- I'll give it a try, your models have a nice touch, havent done this before though, but I think its not that difficult...
- z-fightings will be fixed next beta
- sparklies as well

@voodoochopsticks:
- righty right, mister...

@misantropia:
- Z-fightings will be fixed
- Dunno where you were able to see other parts of the map while looking outside a window?!.. It's not intended to fly around the map :D

@StormShadow:
- I'll keep the holeidea in mind, maybe something similar to the RA-spot on the new aerowalk [cpm22]
- There were some nice ideas over at promode forums about shootable trigger, also to add more gameplaydepth..
- I'll check out to create some ase-models
- Those are nonsolid brushes, to get rid of little heightdifferences, which are very annoying in cpma, also to leave ramps
- I would be glad if my shader would be used in one of your maps, your work is very appreciated :icon31: ..

Feel free to add soem more ideas and impressions

@o'dium:
- I'll try to get those textures with less compression, I downloaded them as bmps 256x256, I think I'll convert tthem to tgas this time
- was also thinking about scaling those grateholes down, will be fixed
- teleporters: nice idea, I don't want to have portal shaders in my map, it's for cpma ;) but thanks for your effort anyway
- the decaltex-pack is by myth, I going to ask him for permission to change the texture saturation/brightness
- I don't like autosprites in Q3 (I've done some maps for UT in the past, coronas work much better), haven't seen any good autosprites, that don't dissappear in walls, which results in a bad effect/edge (horrible im putting commas like a rabbit). If you got any, please show me..
- I got still an ambient value of 15, which I'll leave for final (alsoto add more contrast)

Again the tele idea, looks fantastic, but I don't want to use a portal...thanks anyway..

I'm quite happy about your attention, I'll come back with new beta soon...
Feel free to add more ideas/impressions though!

cheers sumatra
[url=http://www.pukkadesign.com][color=#41c0eb]..::pukkadesign.com[/color][/url]
sumatra
Posts: 325
Joined: Sat Feb 12, 2005 10:02 pm

Post by sumatra »

omg they look damn nice, I'm trying them ingame now!!!!!
thanks m8 !!

sumatra
[url=http://www.pukkadesign.com][color=#41c0eb]..::pukkadesign.com[/color][/url]
o'dium
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Joined: Sun Mar 25, 2001 8:00 am

Post by o'dium »

The teles are ok for CPMA because they are simple shaders, not like the q3dm7 tele's which are actual portals. The Quake 3 ones are quite slow, but obviously, they ARE a real time portal. The ones i did use simple pics, so they wont give anybody away at all, but still look effective enough for eye candy.

I had a feeling the reason you didn't want Q3DM7 style portals was because of fairness, and TBH i agree. Its silly not being able to see somebody who is watching you.
sumatra
Posts: 325
Joined: Sat Feb 12, 2005 10:02 pm

Post by sumatra »

I actually realized it when I saw the shaderfile :)
[url=http://www.pukkadesign.com][color=#41c0eb]..::pukkadesign.com[/color][/url]
^misantropia^
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Joined: Sat Mar 12, 2005 6:24 pm

Post by ^misantropia^ »

sumatra wrote:- Dunno where you were able to see other parts of the map while looking outside a window?!.. It's not intended to fly around the map :D
Here is a small demo (52K).
sumatra
Posts: 325
Joined: Sat Feb 12, 2005 10:02 pm

Post by sumatra »

Oh, of course.. I forgot to say, the map is almost completly unclipped.
...will be fixed!!! Thanks misantropia

sumatra
[url=http://www.pukkadesign.com][color=#41c0eb]..::pukkadesign.com[/color][/url]
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roughrider
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Post by roughrider »

Looks nice sumatra. Some good work going on and can't wait for a final version of this. I will come back with some screenies later, if I don't forget, hehehe.
Team *A51* Q3 & QL
sumatra
Posts: 325
Joined: Sat Feb 12, 2005 10:02 pm

Post by sumatra »

hey, I'm up with my first rc.
thanks for support, especially odium for the nice teleshader...

x-post from promode forums
-------------
Ok, now it's time to kill minor issues and details.
I'm back with release candidate numero uno!

Comments appreciated about:
- Performance
- Botplay (?)
- Itemplacement
- Visuals
- suggestions about a sky that fits the theme
- everything else you want :)


I was thinking about the MH trap/door/button ideas, but I came to the point to leave them completely.
I cut out a small hole under the MH though.

Image Image

Download RC1 (Beta2) ~ 9 MB
-------------

sumatra
^misantropia^
Posts: 4022
Joined: Sat Mar 12, 2005 6:24 pm

Post by ^misantropia^ »

Kaziganthe, want to try a game on it?
^misantropia^
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Joined: Sat Mar 12, 2005 6:24 pm

Post by ^misantropia^ »

:(
Fjoggs
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Joined: Fri May 03, 2002 7:00 am

Post by Fjoggs »

where you at mrs. ?
o'dium
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Joined: Sun Mar 25, 2001 8:00 am

Post by o'dium »

Ok, *downloads*...
o'dium
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Joined: Sun Mar 25, 2001 8:00 am

Post by o'dium »

Ok well, I love it. The changes you have made REALLY are nice. Its so much more cooler now, plus you have a lot of solid choices (The MH has a grating etc). Plus the lighting, the shadows etc are all fantastic.

However, on my version, your grates are not invisible? They are all solid black... Maybe I still have the old version in there, that may be why, heh...
o'dium
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Joined: Sun Mar 25, 2001 8:00 am

Post by o'dium »

Nope, its not because of the old version. My grating is really solid black still :( and the light inside the fan tunnel has a weird effect on the light (plus it shouldn't be casting light in that direction onto the wall, I'm sure you know :P )
o'dium
Posts: 11712
Joined: Sun Mar 25, 2001 8:00 am

Post by o'dium »

Forget that, i think its a conflict my end, odd... Anyways...

I've been working on your water. I thought it was missing a certain something, so here, try this shader. I've changed your deform to a more gentle level and added a slight enviroment map effect to fake specular. Give this a try:

Code: Select all

textures/pukka3tourney2/acid
{
qer_editorimage textures/pukka3tourney2/acid.tga
qer_trans .75
q3map_lightimage textures/pukka3tourney2/acid.tga
qer_trans .75
q3map_globaltexture
qer_trans .5

surfaceparm noimpact
surfaceparm slime
surfaceparm nolightmap
surfaceparm trans		

q3map_surfacelight 100
tessSize 32
cull disable
deformVertexes wave 30 sin 0 3 0 .3
deformVertexes normal .1 .15
	{
		map textures/effects/envmap2.tga
		blendfunc GL_ONE GL_ONE
		tcGen environment
	}
	{
		map textures/pukka3tourney2/bubbles.tga
		blendfunc add
		tcgen environment
		rgbgen wave sin .5 0 0 0
		tcmod scale 0.75 0.75
		tcMod scroll .01 .01
	}
	{
		map textures/pukka3tourney2/acid.tga
		blendfunc GL_ZERO GL_SRC_COLOR
		tcMod turb .2 .1 .1 .2
		tcMod scale .5 .5
		tcMod scroll .001 .001
	}
}
Todtsteltzer
Posts: 93
Joined: Thu Nov 28, 2002 8:00 am

Post by Todtsteltzer »

Very, very nice :icon14:!
Here's a suggestion for another skybox: Kell's "Dust".

Some ingame shots:
[lvlshot]http://www.todtsteltzer.de.vu/feedback/pukka3t2/pukka3t2_01.jpg[/lvlshot][lvlshot]http://www.todtsteltzer.de.vu/feedback/pukka3t2/pukka3t2_02.jpg[/lvlshot]
[lvlshot]http://www.todtsteltzer.de.vu/feedback/pukka3t2/pukka3t2_03.jpg[/lvlshot][lvlshot]http://www.todtsteltzer.de.vu/feedback/pukka3t2/pukka3t2_04.jpg[/lvlshot]
o'dium
Posts: 11712
Joined: Sun Mar 25, 2001 8:00 am

Post by o'dium »

Yeah that sky box fits, with a nice warm slightly orange/yellow fog (A tiny bit dammit, like on luns levels)
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