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Eternity Changes by Daniel "Nisse" Nilsson

  • Daniel Nilsson
  • October 21, 2014 at 8:21 PM
  • Daniel Nilsson
    • October 21, 2014 at 8:21 PM
    • #1

    Just finished with the basic layout, of course still subject to change.


    [Blocked Image: http://i.imgur.com/YJlwNh8.png]


    Next step now is to fix somethings I already spotted, add weapons/ items and then arrange a little playtest. I haven't focused at all on looks yet, that will come at a later stage.

  • Daniel Nilsson
    • October 21, 2014 at 11:32 PM
    • #2

    Silly side note. I have a little habit of naming levels after the music I listen to at the time of naming it. For example the UE4 white box challenge level was called New Damage after a Soundgarden song and before that I've also made a map called Rusty Cage (also Soundgarden). This time I listened to the excellent Forever Changes record by Love, but I thought that Eternity sounded more Quake/Lovecraftian

  • Daniel Nilsson
    • October 22, 2014 at 10:36 PM
    • #3

    Uploaded a little clip of me jumping around the level like a fool, will do some more item placement and then force some friends to do a playtest Have not settled on style and texturing yet, think I'll go with some basic Gothic themed and try to make it look like a stock Q3 level. Will probably start worrying about looks next week.

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  • Daniel Nilsson
    • October 23, 2014 at 8:47 PM
    • #4

    Had a playtest with Grillet and another friend and I think it played quite well!
    Biggest fault was that it was a bit too dark. Other things I'll change to next time: Will try to switch out the plasma to a Quad, making the room it was in more of a central room, also make some adjustments to that room. Adjust a teleporter a bit. Add some doors at appropriate places. Changes to one of the stairs. But mostly more light!


    Will record a demo next playtest and upload a clip!

  • Hipshot
    • October 23, 2014 at 10:06 PM
    • #5

    Tell me next time you are gonna play test, if I could join =)

  • Daniel Nilsson
    • October 28, 2014 at 9:34 PM
    • #6

    Just a mini-Update on the top-down, expect a bigger update tomorrow, maybe a video...

    [Blocked Image: http://i.imgur.com/2sXT7Au.png]

  • Daniel Nilsson
    • October 29, 2014 at 11:34 PM
    • #7

    Here comes the promised update!

    Here's some footage of me running around checking out the level then there's a short clip of deathmatch between Grillet, Mawnsson and me (sorry Hipshot forgot to a ask you ).


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    Some areas start to take form while others is still quite "alpha".

    From the playtest I mostly learnt places I should add player clip to and some minor tweaks, take away some hiding spots (a spot behind a teleport for instance), make it a bit brighter. Before I was afraid that it was too small and that you could get around too quick, but for three players it didn't feel too small at all, I think 4-6 would be ideal but even 7-8 could work.

  • Daniel Nilsson
    • November 10, 2014 at 9:52 PM
    • #8

    It's been a while since the last update, have been out of town a bit but now I'm back! At the moment I would say it plays better then it looks but I'm hoping to balance that out the last three weeks (by making it prettier not making the gameplay worse) Will focus on texturing, adding trims and details and lighting. Will also see what I can do to make the hellfog look better besides lights.


    the video got a bit darker then ideal...

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    Took some screens with the cmds /noclip /cg_draw2D 0 /cg_draw_gun 0

    [Blocked Image: http://i.imgur.com/FAGGSwW.png]


    [Blocked Image: http://i.imgur.com/BiRUgCG.png]


    [Blocked Image: http://i.imgur.com/eubIuTp.png]


    [Blocked Image: http://i.imgur.com/6IbW2MW.png]


    [Blocked Image: http://i.imgur.com/zMhvf5N.png]


    [Blocked Image: http://i.imgur.com/gMIFFrs.png]


    [Blocked Image: http://i.imgur.com/faEVE8X.png]

  • Daniel Nilsson
    • November 10, 2014 at 10:10 PM
    • #9

    I may rent a server this week after fixing the lighting some more and look if people come in to play and if I will recieve feedback on doing so. If someone done it before I would love to here if there's things I should look up. I was looking at this https://www.gameservers.com/game_servers/quake-3-server.php 

  • Sprony
    • November 11, 2014 at 10:15 AM
    • #10
    Quote from Daniel Nilsson

    I may rent a server this week after fixing the lighting some more and look if people come in to play and if I will recieve feedback on doing so. If someone done it before I would love to here if there's things I should look up. I was looking at this https://www.gameservers.com/game_servers/quake-3-server.php 


    Not necessary, I've already rented a server, details will be shared soon.

  • Daniel Nilsson
    • November 11, 2014 at 3:55 PM
    • #11

    Felt like I had to little things going on in the ceiling of the center / Quad Room so started working on it. Will add more to walls and maybe some form of hanging lights.


    [Blocked Image: http://i.imgur.com/QL7OBtx.jpg]

    [Blocked Image: http://i.imgur.com/rgkWUGT.jpg]

  • Conrad Justin
    • November 11, 2014 at 5:57 PM
    • #12

    Amazing sculpture and cool textures! Keep it up, sir!

  • Daniel Nilsson
    • November 12, 2014 at 3:18 PM
    • #13

    I have a bit different look on the hellfog throughout the level (not intentionally) and I don't know what causes it. Does anyone have an idea?


    At places it's almost opaque and others it gives out a bit spotty light. I would like it to look like the one to the left. The depth of it is the same on all the places.


    [Blocked Image: http://i.imgur.com/KEvGM3v.png]

  • Hipshot
    • November 12, 2014 at 4:24 PM
    • #14

    Fog get's messed up if it does not properly cover all surfaces around. Make sure you extend the fog brush so it's outside of everything else, then it should work.

  • Daniel Nilsson
    • November 12, 2014 at 6:19 PM
    • #15
    Quote from Hipshot

    Fog get's messed up if it does not properly cover all surfaces around. Make sure you extend the fog brush so it's outside of everything else, then it should work.


    Thanks that did the trick! Except for the weird shadow spots, I had them before at another place, also with the fog. I think those disappeared when I was deleting some brush and remade an area... So don't have anything specific to go on but will try to find it.

  • Hipshot
    • November 12, 2014 at 6:27 PM
    • #16

    What fog are you using? Some fogs have lights emitting from them, that can cause strange shadows and spots.

  • Daniel Nilsson
    • November 12, 2014 at 6:37 PM
    • #17

    It's hellfog (Quake 3 stock) and yes it's emitting light, will see if I find a similar fog that doesn't.

  • Hipshot
    • November 12, 2014 at 6:44 PM
    • #18

    The regular hellfog does not emit light, however, the hellfogdense does. You can just edit the shader if you want though.

  • Daniel Nilsson
    • November 12, 2014 at 6:58 PM
    • #19

    Ok, I have been avoiding adding/ editing my own textures and shaders but I'll guess it's time to jump into that now. Will read up on how to organize and add the content so it gets packaged the right way later.


    Quick-update: that went faster and better then suspected... I found that if I increased the surface light a bit the the spots went a way... Also addad a q3map_lightRGB so I could color the otherwise bright white light a bit.

  • phantazm11
    • November 12, 2014 at 7:27 PM
    • #20

    About the spots...there could be a light buried somewhere in that brush. I've had that error, but it has been a long time and I can't quite remember the cause.

    Also...if you edit the shader, make sure you copy the shader into your own shader file or you run the risk of ruining other shaders in the game.

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