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  4. Quake 3 15th Anniversary Contest

Untitled1 - Thurnip's Entry

  • Thurnip
  • October 30, 2014 at 2:40 AM
  • Thurnip
    • October 30, 2014 at 2:40 AM
    • #1

    Hello!


    This is my try for the contest

    im trying to make a level for q3 for a while, but never finished one... So i'll try to finish this one.


    First i tried something more vertical, like q1dm4 or q2dm2 (hangar)


    [Blocked Image: http://thur.dreamhosters.com/labs/leveldesign/shot0000.jpg]


    but... im not sure if this is a good start.. or if vertical maps are harder to get right... I'll try a little more with this

  • Thurnip
    • November 7, 2014 at 6:35 AM
    • #2

    Ok. hard reset on the map, trying to make something more simple, so i have a chance to finish it


    [Blocked Image: http://arthurdepadua.com/labs/leveldesign/15_layout_01.png]


    How do you guys usually test the gameplay?

  • Daniel Nilsson
    • November 7, 2014 at 10:39 AM
    • #3

    It depends. If it's just a part of the map maybe it's enough to walk and jump around. For the whole map you should probably play it a bit with bots, see if there's something you want to change and then do it again with real players. Ideally spectate while others play, if you also play your self you might not see how others play it.

  • Sprony
    • November 12, 2014 at 8:12 AM
    • #4
    Quote from Thurnip

    Ok. hard reset on the map, trying to make something more simple, so i have a chance to finish it


    [Blocked Image: http://arthurdepadua.com/labs/leveldesign/15_layout_01.png]


    How do you guys usually test the gameplay?


    How are things progressing?

  • Thurnip
    • November 14, 2014 at 5:50 PM
    • #5

    yesterday i worked a little on it

    I tried to make a shader similar to quake1 splitgate to use on the teleport, but using Q3Ase i replace and lost my other shaders, for my other project

    anyway, in feeling more comfortable using radiant and using shortcuts, and getting a little faster

    [Blocked Image: http://arthurdepadua.com/labs/leveldesign/15_layout_02.png]

  • Thurnip
    • November 18, 2014 at 3:46 PM
    • #6

    [Blocked Image: http://arthurdepadua.com/labs/leveldesign/shot0002.jpg]

    [Blocked Image: http://arthurdepadua.com/labs/leveldesign/shot0003.jpg]

    [Blocked Image: http://arthurdepadua.com/labs/leveldesign/shot0004.jpg]

    [Blocked Image: http://arthurdepadua.com/labs/leveldesign/shot0005.jpg]

    Working the visuals. I want to use only stock textures

    Screenshots are dark. I think my brightness setting on q3 is messed up.

    And my radiant (1.6) is having some problems to compile bot files (aas, correct?)... there's some setting i need to change to make it work properly?

  • Thurnip
    • November 19, 2014 at 3:38 AM
    • #7

    I remade the acid chamber. now has a glass case with that gourgeous alien pattern... Idea taken from q3dm11, deva station.

    There's a heavy armor on that green spot.

    [Blocked Image: http://arthurdepadua.com/labs/leveldesign/shot0013.jpg]

    two more before going to sleep

    [Blocked Image: http://arthurdepadua.com/labs/leveldesign/shot0014.jpg]

    [Blocked Image: http://arthurdepadua.com/labs/leveldesign/shot0015.jpg]

  • Obsidian
    • November 19, 2014 at 5:22 AM
    • #8
    Quote from Thurnip

    And my radiant (1.6) is having some problems to compile bot files (aas, correct?)... there's some setting i need to change to make it work properly?


    Any error messages?

  • Thurnip
    • November 19, 2014 at 2:53 PM
    • #9

    [edit]

    oh, now the bots are working

    Thanks!

  • Thurnip
    • November 21, 2014 at 2:42 AM
    • #10

    some new images

    [Blocked Image: http://arthurdepadua.com/labs/leveldesign/shot0022.jpg]

    [Blocked Image: http://arthurdepadua.com/labs/leveldesign/shot0023.jpg]

    [Blocked Image: http://arthurdepadua.com/labs/leveldesign/shot0024.jpg]

    [Blocked Image: http://arthurdepadua.com/labs/leveldesign/shot0025.jpg]


    today i added some items and detailed the higher corner of the map... probably i'll comeback on that area in a future.


    and today's build... with working bots, probably

    http://arthurdepadua.com/labs/leveldesign/q3trnp1.pk3


    Please, comments are appreciated I'm a little insecure about the gameplay...


    Oh, and i gathered some questions i have, maybe there's someone around who could help me


    1-Some places im using texture with scale 0.25 instead of the default value of 0.5. This is a good pratice? this can break my map? or is just a matter of size of texels? And there's someway to make the default value to be .25? cause sometimes i need to change this value everytime i apply a texture to a brush


    2-What is the different between nodraw and caulk?


    3-using func_group is a good pratice? it have any impact on the game itself, or it's just a way to keep elements together, inside gtkradiant?

    4- On some brush faces pointing up to the sky, should I use sky texture or caulk texture on those faces? i'm using sky texture...

  • fKd
    • November 21, 2014 at 3:24 AM
    • #11

    hello


    1: .25 is fine and will not break your map. the setting to make default texturing .25 is in gtk under edit/preferances/settings/brush


    2: not really sure to be honest... i never use nodraw... Id use a patch or a shader with polygon offset for my decals etc.


    3: I dont use func_group unless im making a mover. Some do, some don't... its a mapping style thing mostly. See if you like it.


    4: use caulk


    Your map is missing a texture, you seen to be using a custom texture on most of your walls. Always setup a clean install of quake for testing maps before posting em, saves lots of head aches The layout seems cool. could use a lot more graphical polish... apart from that you seem to be going on the right path.


    Good job so far. looking forward to playing your final!

  • Thurnip
    • November 21, 2014 at 3:49 AM
    • #12

    1: thanks!

    2: oh, ok!

    3: i'm using group to keep easy to select stuff on radiant. eg. stairs, or a piece of detailed wall.

    4: thanks!


    Missing texture: strange. I'm only using stuff from base_wall, base_floor from default quake. I'll set up a clean install to search for the missing tex. Thanks!

    Update: Fixed the missing tex. i was using base_wall/basewall04_rept, replaced using base_wall/basewall04 and it's working now. Thanks !

  • fKd
    • November 21, 2014 at 3:55 AM
    • #13

    missing basewall04_rept.tga hmm could be a team arena texture.

  • Thurnip
    • November 24, 2014 at 1:09 AM
    • #14

    i've selected a bunch of materials from stock q3 to use in the map... Cool all those stuff is modular


    [Blocked Image: http://arthurdepadua.com/labs/leveldesign/materials.jpg]

  • Thurnip
    • November 24, 2014 at 5:37 AM
    • #15

    adding some details, but yet a little lost and confuse about how to make it look more interesting


    [Blocked Image: http://arthurdepadua.com/labs/leveldesign/shot0035.jpg]

    [Blocked Image: http://arthurdepadua.com/labs/leveldesign/shot0036.jpg]

    [Blocked Image: http://arthurdepadua.com/labs/leveldesign/shot0037.jpg]


    About overall brightness:

    In my Q3 client, the map looks fine, but in screenshots looks very dark, There's a good way to see if the map is with a good ambient light?, not too dark, not too bright?


    i was about to upload a new version, but there's not much changes and one trim texture is missing. Also, the tex is still missing when running TA. So no idea where that texture came from. I think i need to clean up my q3 (working) folder.

  • Thurnip
    • November 24, 2014 at 10:12 AM
    • #16

    Nice. I asked Steam to delete Team Arena, to try fix that texture issues.


    Steam deleted all my quake3 folder and started downloading Q3A from scratch.

    All .map deleted.


    I have a version at office but I think i lost all my Saturday and sunday work.

  • Daniel Nilsson
    • November 25, 2014 at 10:00 AM
    • #17

    You could try to recover the files with a Ubuntu installation on an USB drive. Have used it before, here's a tutorial (not sure it it was the one I used). If you want to try it, try to use the computer as little as possible, so idealy download the linux install from another computer. There's also other software you can use but this worked for me and was quite simple.


    edit: forgot the link http://www.howtogeek.com/howto/13706/re…ubuntu-live-cd/

  • Thurnip
    • November 25, 2014 at 1:30 PM
    • #18

    hummmm i have ubuntu installed on another partition, i use it to scan with a very old scanner that runs on a scsi controller card. But since my scanner died, im not using it anymore. This recovery process works fine on sdd? i tried recovering using a random soft i downloaded, but the .map file was corrupted and (apparently) old.

    i'll try to recover using ubuntu. Meanwhile, i setup a very clean install in other hdd... outside (scumbag) steam. Right now i'm working on a 2 day old version of the map. Lost around 7 hours of work.

    Thanks for the tips

  • Thurnip
    • November 27, 2014 at 5:41 PM
    • #19

    yesterday update. Minos suggested me some cool tips to improve the overall look of this area

    thanks mate

    before

    [Blocked Image: http://arthurdepadua.com/labs/leveldesign/shot0037.jpg]

    After

    [Blocked Image: http://arthurdepadua.com/labs/leveldesign/shot0038.jpg]

    [Blocked Image: http://arthurdepadua.com/labs/leveldesign/shot0039.jpg]

  • Thurnip
    • November 28, 2014 at 4:27 AM
    • #20

    im having some trouble to make a shader to be used as circular flare...


    I have a thurnip_fx.shader file on scripts folder. on this.shader file i have this shader:

    Code
    textures/thurnip/fx_flareRed
    {
        surfaceparm nolightmap
        surfaceparm nomarks
        cull disable
        deformVertexes autosprite
        {
            clampmap textures/thurnip/fx_flareRed.tga
            rgbGen wave sin 0.5 0.5 0 0.2
            tcMod rotate 20
            alphaFunc GE128
        }
        {
            clampmap textures/thurnip/fx_flareRed_stripe.tga
            blendfunc add
            rgbGen wave sin 0.5 0.5 0 0.2
            tcMod stretch sin 1.1 0.1 0 0.2
        }
    }
    Display More

    My idea is to have a circular glow on a layer, and a horizontal stripe of light on other layer. Both will scale up and down using sin.

    I'm havin some trouble because neither quake3 or q3ase are loading my fx_flareRed.tga and the stripe file file. I think

    using this assets.


    https://dl.dropboxusercontent.com/u/5442600/fx_flareRed.tga

    https://dl.dropboxusercontent.com/u/5442600/fx_flareRed_stripe.tga


    there's some catch to make those guys load the assets?

    Update:


    omg, it's working. As always, human mistake.

    here's the final result

    [Blocked Image: http://arthurdepadua.com/labs/leveldesign/shader.gif]


    And yet, my Q3Ase is not loading the assets.... Any idea if there's some config i must setup ?

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