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[Q3] Liposuction - Spronyq3dm1_alpha3

  • Sprony
  • August 12, 2012 at 9:44 AM
  • Sprony
    • August 12, 2012 at 9:44 AM
    • #1

    I don't think there are many active Quake 3 players here based on the reaction to City's posts. Let alone to test an alpha. But still, feedback is invaluable so I'm going to give it a go anyway

    Copy&paste:

    Quote

    I did not finish in time for the Maverick Mapping Competition of 2012.But this alpha is the result of six weeks of playing around in the editor. It's

    based on the courtyard of the building where I work. Feedback on everything is

    appreciated!

    Download alpha 3 here.

    [Blocked Image: http://members.ziggo.nl/infje/spronyq3dm1.jpg]

  • Sprony
    • August 17, 2012 at 12:53 PM
    • #2

    Updated the first post with a new screenshot and download link to alpha2. As stated before, these are the changes:

    Decreased the main atrium to about 1/3 of its current size.

    Decreased the raised RL room by half.

    Fixed the size of the JP's.

    Fixed the weapon markers.

    Added a skybox and some minor detailing (roof texture isn't properly aligned, not sure if I'm going to keep it).

    Changed the MH location.

  • RedYager
    • August 17, 2012 at 3:44 PM
    • #3

    Much better now you have opened up the room to show the sky

  • Sprony
    • August 24, 2012 at 5:16 PM
    • #4

    RedYager: Thanks!

    Updated the first post with a new screenshot and download link to alpha3.

    No changelist because I basically rebuild everything. It's more compact, less flat, less cramped and even the bots play better on it now. I hope this one is finally a step in right direction. Changed the name because it suits the map better. It's only about a third of it's original size. I incorporated all the feedback I've gotten.

  • RedYager
    • August 24, 2012 at 5:42 PM
    • #5

    Adding some texture variation could help, with that brick texture on most the faces its hard to really see what's going on. Perhaps something like this could help to differentiate between he different levels and elements of height?

    [Blocked Image: https://lh4.googleusercontent.com/-vQZth-hzJLM/UDeuQdTzgfI/AAAAAAAAADI/4FLsG05meiU/s912/spronyq3dm12.jpg]

  • Sprony
    • August 25, 2012 at 8:04 AM
    • #6

    Don't worry, I can see the image

    It's a good idea, I'll keep that in mind.

  • Thrik
    • August 28, 2012 at 2:37 PM
    • #7

    Agreed, using textures/lighting to break areas up like that is a must.

  • cincinnati
    • August 28, 2012 at 4:08 PM
    • #8
    Quote

    Ps. I really fucking hope you can see that image, it took me 15 fucking mins to find a decent place to upload, i hate the internet.

    imgur.com if it's just a one-off image that you're not interested in archiving.

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