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phantq3dm6 - Geotechnic - by Tom 'Phantazm11' Perryman

  • phantazm11
  • October 11, 2014 at 5:15 PM
  • phantazm11
    • November 16, 2014 at 5:32 AM
    • #21

    Screenshot before bed. (WIP...also, that brick texture at top right is temporary!)


  • pat h
    • November 17, 2014 at 4:06 AM
    • #22

    before bed screenshots - so necessary


    textures are looking really nice. i bet that layout will be a lot of fun too. a couple critiques if i may: that screenshot is looking a little "blocky." as if everything is 16u or larger. maybe try working some smaller 8u trims in? i didn't see this problem in the previous hallway screenshot. also, the corrugated metal texture may be a bit over-used here.


    keep it up, man. can't wait to see how it looks in two weeks!

  • phantazm11
    • November 18, 2014 at 7:10 PM
    • #23

    Thanks for the feedback Pat. a lot of things in that last shot are indeed big and "chunky" . My hope is that it will give the area a heavy, industrial kind of vibe. Rest assured though, not everything is built so large.

    I agree about the corrugated texture though. I will try to cut down my reliance on it.

  • Obsidian
    • November 19, 2014 at 5:30 AM
    • #24

    Love the lighting on this one. Mmmmm....hmmmm.... alpha shadows!

  • phantazm11
    • November 21, 2014 at 8:00 PM
    • #25

    Man, this map is starting to feel like a part time job. If I hadn't decided to use a completely new set of textures, I would have been done a week ago.

    But I am on the down hill slope now. Having been doing a lot of maintenance work as I build has helped, but has also made the building process slow. I plan on getting a metric ton of work done on this this weekend, so I feel pretty good.

    I can't wait to have time to take some decent screenshots!

  • Hipshot
    • November 22, 2014 at 12:35 AM
    • #26
    Quote from phantazm11

    Man, this map is starting to feel like a part time job.


    I like that - that is how it's supposed to be. Pure dedication.

  • phantazm11
    • November 22, 2014 at 7:31 PM
    • #27

    Anyone know how to solve the ERROR:TRIED PARENT error when running bspc? I'm a little stumped on this one.


    I have everything in the level that is not structural marked as detail, everything is clipped up nice and smooth with player clip (including patches), the level has been hinted and portaled, there are no leaks and vis runs fine.


    Here is a link to the log file: http://www.phantazm11.com/content/downlo…_112214bspc.zip


    Any help would be appreciated!

  • phantazm11
    • November 22, 2014 at 8:52 PM
    • #28

    Ok, after all morning of investigating this I have fixed the problem. For one, I probably had too many patches, which I will need to fix this afternoon. When that seemed to help the problem a bit but not fix it, I switched compilers and used the bspc from Radiant 1.4 instead.


    Kicking some bots a$$ now...

  • phantazm11
    • November 22, 2014 at 8:55 PM
    • #29
    Quote from Hipshot

    I like that - that is how it's supposed to be. Pure dedication.

    Hipshot: I just wanted to say thank you for YOUR dedication to this game. Not only are you an inspiration for the rest of us, you take your time out to help us all out with problems and provide valuable feedback. You sir, are the man

  • pat h
    • November 22, 2014 at 9:41 PM
    • #30

    glad to see you got that error fixed. i've never seen that before.


    about this:


    Quote

    But I am on the down hill slope now. Having been doing a lot of maintenance work as I build has helped, but has also made the building process slow


    i wouldn't sweat the small stuff, phant. my map is not optimized and has overdraw all over the place. i just told myself early on that whoever wins this competition is not gonna win it by mitering. personally, i'd rather spend time putting more brushes into a map than making sure it's technically perfect. i'm sure you've seen how horribly constructed the original id Software maps were, and yet we still play maps like dm6 15 years later...


    edit: p.s. just my advice since i've been slowed down a lot by perfectionism in the past

  • phantazm11
    • November 23, 2014 at 4:36 PM
    • #31

    I try and keep telling myself that Pat, but the perfectionist in me scolds me until I have to fix it

  • pat h
    • November 30, 2014 at 4:37 AM
    • #32

    wrapping things up?

  • phantazm11
    • November 30, 2014 at 5:38 AM
    • #33

    Man, this has been a long haul. I am wrapping things up Pat, and I have to say that I'm finally glad to be at this end of the contest for sure. After a bout of stomach flu that kept me up most of last night, I finally finished almost everything that needed to be finished tonight. Just a few more little things I want to fix up tomorrow before I upload a version to test. The download will be around 50 mb


    Until then, here is a screenshot:


  • phantazm11
    • December 2, 2014 at 4:14 AM
    • #34

    So, here is my Release Candidate download if any one would like to test it out. Please let me know what you think!


    http://www.phantazm11.com/content/downlo…antq3dm6_rc.zip


    And another screenshot:


  • pat h
    • December 2, 2014 at 5:51 AM
    • #35

    that death pit


    you should make it so you die when you actually hit the blades though.


    a couple things:

    i can shoot through the rocks

    the low res strip light texture that goes up the bouncers is kinda fugly


    overall really AMAZING work. can't figure out how you got all this done in such a short time! i can really feel the geo theme and i don't think it's ever been done quite like this in quake. i can't really say how i feel about the use of fencing for floors though. on the one hand, it adds so much depth and makes things look so epic. on the other hand, it creates visual confusion during navigation and has a tendency to clusterfuck the visuals a little.


    best of luck in the judging. i'm sure you will do very well

  • fKd
    • December 2, 2014 at 7:15 AM
    • #36

    Very nice. Very, very nice! Totally blown away, impressive as always!


    My 2 cents would be:


    Im not feeling the sky connecting with the geometry. It feels disconnected.


    The pit could do with some fx, It kills me, but its not obvious why. What Pat said could be the thing. Or maybe some more sound and an animated gradient effect from that central bit??? Its like a blast furnace or something right? mmm i dunno...


    Those are my 2 nit picks. Such a strong map dude, Great sound and visual work... amazing! You better believe im gonna give those textures some loving after this comp is over. These are the tech textures ive been waiting for. lol


    PS. The clipping in this screen shot is weird, it looks like i should be able to just walk across, but i get stuck here.

  • phantazm11
    • December 2, 2014 at 7:17 PM
    • #37

    Thanks a lot for the feedback guys!

    I wish I had time to fix some of the things mentioned. I've been thinking about a few of them for a while now (better skybox, fancy effects for the furnace/energy pit) but I have simply run out of time

    It is funny, Pat, how you said it was in such a short time... ever since I finished the layout I've been putting in 3.5-4 hours every night after work and around 16+ hours each weekend. To me it felt MUCH longer and I'm really glad it is almost over. I'm kind of exhausted. I know my wife will be glad to have her husband back!

    I will see what I can do about the clipping issue and the shoot-through rocks. And maybe I will try a few things concerning the pit, thought I'm afraid I might have to leave it for a post-contest release.

    Thanks again for checking it out. Hopefully I will be able to load my final tonight.

  • fKd
    • December 2, 2014 at 10:54 PM
    • #38

    Heh, my gf has been incredibly patient with me these last few weeks. Will be good to get back to rl

  • Conrad Justin
    • December 2, 2014 at 11:34 PM
    • #39

    For some reason I can't launch this map : something about shaders and "hunk"

    I have /com_hunkMegs 256

  • phantazm11
    • December 3, 2014 at 12:34 AM
    • #40

    Conrad: do you know the exact errors it is giving you?

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