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  3. pat h

Posts by pat h

  • WIP in WIP, post your level screenshots!

    • pat h
    • June 21, 2015 at 9:31 PM

    new Quake 3/Quake Live FFA map "Hydra" is now in beta:

  • WIP in WIP, post your level screenshots!

    • pat h
    • May 20, 2015 at 7:18 AM

    two more shots of my Q3 map Trespass, which is now testable here: http://quake3world.com/forum/viewtopi…t=50967&start=0


    [Blocked Image: https://dl.dropboxusercontent.com/u/3305662/baseq3/screenshots/kara/phdm5_ra3.jpg]


    [Blocked Image: https://dl.dropboxusercontent.com/u/3305662/baseq3/screenshots/kara/phdm5_ya1.jpg]

  • WIP in WIP, post your level screenshots!

    • pat h
    • April 29, 2015 at 7:11 AM

    new quake 3 / quakelive duel map set in an abandoned factory.


    [Blocked Image: https://dl.dropboxusercontent.com/u/3305662/baseq3/screenshots/kara/phdm5_mh1.jpg]


    [Blocked Image: https://dl.dropboxusercontent.com/u/3305662/baseq3/screenshots/kara/phdm5_mh2.jpg]

  • WIP in WIP, post your level screenshots!

    • pat h
    • March 25, 2015 at 11:37 PM

    a couple shots from my upcoming tourney map for q3a/quakelive. (teles/bouncers by hipshot)


    [Blocked Image: https://dl.dropboxusercontent.com/u/3305662/baseq3/screenshots/hydra/shot0245.jpg]


    [Blocked Image: https://dl.dropboxusercontent.com/u/3305662/baseq3/screenshots/hydra/shot0250.jpg]

  • The Map Pack Inquiry

    • pat h
    • January 10, 2015 at 6:19 AM

    here's my final as well:


    Goldleaf.zip

  • WIP in WIP, post your level screenshots!

    • pat h
    • December 27, 2014 at 3:01 AM

    i'm glad the q3a mapping competition introduced me to this forum - it seems like a great community. it's kind of intimidating to post stuff here, though, since you guys all make so much awesome stuff! here's my latest quake 3 project using sock's industrial texture pack.


    [Blocked Image: https://dl.dropboxusercontent.com/u/3305662/baseq3/screenshots/a1/shot0014.jpg]


    [Blocked Image: https://dl.dropboxusercontent.com/u/3305662/baseq3/screenshots/a1/shot0012.jpg]

  • The Map Pack Inquiry

    • pat h
    • December 26, 2014 at 11:06 PM

    hey, i am going to do an update within the next couple of weeks, but feel free to include my release candidate in the map pack if i'm holding things up.

  • The contest has ended, now what?

    • pat h
    • December 6, 2014 at 11:21 PM

    i thought about this more and i decided that, while i wouldn't mind if you kept this judging strategy, i would rather the score cards be more flexible. it's the fixed worth of each specific subsection that bothers me.


    i understand why you want to be specific - it helps standardize things. but the more specific you get, the more you bias the scores, unfortunately. for example, let's say i'm a judge and i want to give an 18/20 to a map for its visuals because it has some of the best lighting/atmosphere i've ever seen. sadly, i can only give the map 5 points for its lighting, and i am forced give the same share of points to textures even though they may not be as important to the visuals in this case. in other words, i don't think the different subsections are going to be of equal worth all the time.


    like i said, i think it's a good score card and it's not a big deal if you choose to do things this way, but i'd just feel a lot more comfortable with the judges doing what they want with the points in the four main sections (Gamplay - 40, Technical - 20, Presentation - 20, Creativity - 20) and just having the subsections as things to keep in mind while evaluating.


    it would be interesting to hear what other people think about this.

  • The contest has ended, now what?

    • pat h
    • December 6, 2014 at 9:02 PM

    looks good to me. i like that gameplay is worth the majority. it does seem like a lot of work for the judges though. consider simplifying it if it takes too long to run through each map.

  • phantq3dm6 - Geotechnic - by Tom 'Phantazm11' Perryman

    • pat h
    • December 4, 2014 at 7:06 AM

    a couple more things:


    1. the map could use another armor i think. if you draw a diagonal line through the layout, one half of the map holds the MH and the RA while the other half only has one YA and the Quad. how about putting a second YA by the "11" where the 50 health is now? that way there is something valuable there even when the quad is not around.


    2. it's too dark for me and it really affects my map learning process. it's no fun to memorize a layout in the dark. what compiler settings are you using? i think an extra radiosity bounce would actually do the trick quite nicely.


    one other small thing was i thought the RL would make more sense in the pit below where it currently is now, right in front of the bouncer.

  • Goldleaf by Pat Howard

    • pat h
    • December 4, 2014 at 6:00 AM

    thanks. i'm really glad you liked the gameplay so much. i spent a lot of time trying to get it right before i moved on to the art pass - so much so that i almost risked not finishing on time. but gameplay is king in my mind so that's a great compliment.

  • The contest has ended, now what?

    • pat h
    • December 3, 2014 at 8:08 PM

    thanks for organizing everything, sprony. it was awesome to be a part of this. please do let us know when you and the judges decide on some announcement date for the results. it's too much for me to have to deal with that constant anticipation of checking from day to day

  • Goldleaf by Pat Howard

    • pat h
    • December 3, 2014 at 2:12 PM

    bump! download link is in the

  • phantq3dm6 - Geotechnic - by Tom 'Phantazm11' Perryman

    • pat h
    • December 3, 2014 at 11:20 AM

    something i think you'll wanna fix

  • MapCore's Quake 3 15th Anniversary Submissions

    • pat h
    • December 3, 2014 at 10:46 AM

    Name: Pat Howard

    Map: Goldleaf


    https://dl.dropboxusercontent.com/u/3305662/baseq3/pk3s/goldleaf.pk3

  • phantq3dm6 - Geotechnic - by Tom 'Phantazm11' Perryman

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

    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

  • Goldleaf by Pat Howard

    • pat h
    • December 1, 2014 at 10:12 PM

    after a record-breaking list of leaks, this map is all sealed up, hinted, and performing quite well (max r_speeds ~15k).

  • phantq3dm6 - Geotechnic - by Tom 'Phantazm11' Perryman

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

    wrapping things up?

  • Goldleaf by Pat Howard

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

    well, i think this is one of the only areas that i still haven't shown


  • Goldleaf by Pat Howard

    • pat h
    • November 29, 2014 at 5:53 AM

    the cityscape

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