Obsidian Posted November 19, 2014 Report Share Posted November 19, 2014 devmap mapname (without the extension) Link to comment
fKd Posted November 19, 2014 Report Share Posted November 19, 2014 (edited) you need to add a levelshot dir with a pic for the map (jpg/tga fine) to be displayed in the menues, and a .arena file in a shaders dir. an arena file is just a txt file with the file extension changed from .txt to .arena here is an example of a .arena file from q3dmp29.arena: { map "q3dmp29" longname "Jackal" bots "ranger grunt sarge" fraglimit 20 timelimit 20 type "ffa tourney" } so all up you should have a levelshot dir, a shaders dir and a maps dir. hope that helps. Edited November 19, 2014 by fKd Link to comment
fKd Posted November 19, 2014 Report Share Posted November 19, 2014 (edited) hmmm the map still would not run... odd. ahh this error popped up "Z_Free: memory block wrote past end" looks like this thread has the fix for ya. http://forums.warchest.com/showthread.php/154-Z_free-memory-block-write-past-end Edited November 19, 2014 by fKd Link to comment
Grillet Posted November 20, 2014 Author Report Share Posted November 20, 2014 Can't really get the .pk3 file to work. Will look more into it later today. Here is just the .aas and .bsp that you can put in the maps folder and hopefully it should run.https://dl.dropboxusercontent.com/u/64384600/caldera.zip Link to comment
Z(Rus) Posted November 20, 2014 Report Share Posted November 20, 2014 how much time you spent on compiling this maps? Link to comment
Grillet Posted November 20, 2014 Author Report Share Posted November 20, 2014 (edited) how much time you spent on compiling this maps? Full final with Q3Map2Toolz takes approximately ~5 minutes. .aas file takes approximately ~1 minute. Map is not optimized in any way and I probably won't have time to do it either. Edit: Managed to fix the .pk3 file I think. Link: https://dl.dropboxusercontent.com/u/64384600/q3dmcalderav4.pk3 Edited November 20, 2014 by Grillet Thurnip 1 Link to comment
Z(Rus) Posted November 20, 2014 Report Share Posted November 20, 2014 Fuuuuuuu... my map compiled 2 hours Link to comment
Obsidian Posted November 20, 2014 Report Share Posted November 20, 2014 If you're doing things properly (detail brushes, hints, etc.) most maps should take only a few minutes for BSP and VIS. Light stage can take a while depending on a bunch of factors. Link to comment
fKd Posted November 20, 2014 Report Share Posted November 20, 2014 (edited) First pk3 stuff. Almost, but not quite there yet. 1: You dont need to add a shaders dir if you have no custom shaders. 2: You can get rid of the .txt file. you only need the .arena file. If i was you i'd download a custom map and take a look at the file structure. I'd recommend one of the new maps at ..:lvl. Both Cityy and Pat H have a nice new map right there on the front page. These guys have good file structure as they are old hands with the q3 engine. http://lvlworld.com/ Works now and its fun to play! YAY!! Visuals The visuals need quite a lot more polish. You have some nice combinations of textures and the layout has lots of really nice ideas but with these kind of maps you should have a good long look at some of the default q3 maps. Take note of the little details here and there that tie the visuals together... i think that will help you. Gameplay i feel like some of the corridors are a bit long and the rail gun kind of becomes a bit op. Maybe add a few objects to break some the areas with long lines of sight? Can the bots reach the quad? If not that might be a bit rough on the poor we guys How did you get the bots jumping to the rail gun that is on that pillar? (nice touch) The yellow armor where you have to jump across a bunch of pillars should prolly be switched to a red armor. Summery Well done mate, this engine is fiddly and your progress has been really great. Looking forward to playing the map once its in its final form. Good job and good luck *one last thing. Before taking your lvlshot bring down the console and type /cg_draw2d 0 and /cg_drawgun 0 This gets rid of the hud and other stuff. Edited November 20, 2014 by fKd Grillet 1 Link to comment
Grillet Posted November 21, 2014 Author Report Share Posted November 21, 2014 *feedback* PK3 stuff: I was messing around to try to get it to work and this is how it looked when I got it to work. Will create a proper one for later versions. Will also check the structure on other maps. Visuals: Will look more into it. Still have a lot of work with the visuals left. Hopefully I will make it in time. Gameplay: Will try to mix it up/add cover when working on the visuals to nerf the railgun. Bots can't reach the quad. Don't really know how to fix it without adding a jump pad though, will see if I can find something to make it work. I didn't do anything to make the bots jump over to the railgun. It's just working. Could work with a red armor there. I can make a version with the red armor and see how it plays out. Thanks for the feedback! Link to comment
Grillet Posted November 24, 2014 Author Report Share Posted November 24, 2014 Redid some on the layout in one of the corridors. Will start working to finalize map. Played to much Far Cry 4 last week instead of working on the map, so I'm behind schedule right now. Here's a link to the latest version: https://dl.dropboxusercontent.com/u/64384600/q3dmcalderav4.pk3 fKd and Sprony 2 Link to comment
fKd Posted November 24, 2014 Report Share Posted November 24, 2014 Looking real good man, nice improvements! Grillet 1 Link to comment
Grillet Posted November 26, 2014 Author Report Share Posted November 26, 2014 Progress is slow. One week left and it feels like I have to much left to do. I will probably have to work in the weekend when Super Smash is released. Going to be hard time to choose what to do Though, I think I will make it in time. Not that many things to make pretty at the moment. It will probably be to make good lighting that will take the longest time. Playable update will come later this week, have some pictures in the mean time. Link to comment
Daniel Nilsson Posted November 26, 2014 Report Share Posted November 26, 2014 Found something. There's an arch that quite easily hinders the flow when jumping over the spotlights. Maybe you can just rise it a bit? Or PlayerClip the wall? Grillet 1 Link to comment
Daniel Nilsson Posted November 26, 2014 Report Share Posted November 26, 2014 one more thing (I was the only player on the server so it didn't switch maps) the texture of this arch seems to have a nonsolid parameter, you just fall through it, when attempting to use it to get over the gap. Grillet 1 Link to comment
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