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  • dfsp_spirit
    started a topic alpha: spirit1dm3

    alpha: spirit1dm3

    Would be cool if anybody was willing to take a look at this even though it's ugly atm.



    What do you think about the layout?

    EDIT: updated download link in this post as well to prevent chaos. See the later post for more up-to-date info on the map though.

    Direct download link: sprtdm3_wip3.zip

    Ignore texturing and lighting for now, this is just a layout test.
    Last edited by dfsp_spirit; 10-03-2010, 06:42 AM. Reason: updated thread title and link to latest version

  • dfsp_spirit
    replied
    Thanks!


    EDIT: This map is final now.
    Last edited by dfsp_spirit; 10-15-2010, 07:06 AM. Reason: map released

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  • =peg=
    replied
    It's on server. say !map sprtdm3_wip3 to initiate a vote to load the map..

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  • Polarite
    replied
    I will ask =peg= to add the map , looks sweet !!

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  • dfsp_spirit
    replied
    rc1

    Ok, this one is almost done. Here is rc1 of spirit1dm3 - Zeal & Fury.




    It would be cool if somebody could put it on euroquake for some final testing. This is a zip with everything you need for the map except frikbot waypoints (they will ship with the final release, lightning_hunter will make them ).

    I have renamed everything to the WIP naming standards at euroquake (sprtdm3_wip3 instead of my usual spirit1dm3_rc1) already.

    get sprtdm3_wip3.zip (direct download, < 1MB)

    Leave a comment:


  • dfsp_spirit
    replied
    I just played it with 2 friends on my QW server, it was great fun & I'm happy with the layout.

    I am currently at Euroquake but it's empty. Ima idle there a bit more but almost all of the guys playing there are way better than me anyway. (At least I know the map, hehe.)

    EDIT: I'm doing better than I expected on Euroquake.
    Last edited by dfsp_spirit; 10-03-2010, 06:30 AM.

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  • =peg=
    replied
    No Problem, I'm always eager to try new maps

    Just had a quick game on it, and first impression is: great map!

    Love all the different routes and lil' jumps and stuff.. good job!

    Leave a comment:


  • dfsp_spirit
    replied
    Thanks peg! I'll definitely be at Euroquake in the evening to play some games.

    I had intended to upload it to my server when I get home but this is even better!

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  • =peg=
    replied
    Both the alpha and beta can be played on Euroquake (bigfoot.quake1.net:26000)
    I have renamed the maps to:

    sprtdm3_wip1.bsp
    sprtdm3_wip2.bsp

    for consistency with other WorksInProgress and keeping the map-names short..

    To select the map on server say the 'magic' !map mapname command..
    Last edited by =peg=; 09-20-2010, 07:08 AM.

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  • dfsp_spirit
    replied
    Here is beta1 of the map I'm currently working on.



    It's a tourney map with high connectivity and some fun jumps. It has lots of stuff (RA, YA, MH + 2x GA) for its size, hope the 2 GAs will help the down player a bit against the extremely powerful LG and RL.

    I shuffled all the items since alpha1 and the layout has also been extended. There is a new YA area, the (formerly "hidden") tele is gone and the map has a 2nd RL in a new passage.

    I'm looking for feedback on item placement mostly. I like where RA, MH and YA are atm but maybe you don't. And what about the other stuff, like weapons and ammo? Health?

    I know there are still some texture and lighting issues, you can ignore them for now unless the whole map seems way too bright or too dark to you. I'll fix the leak and do a full VIS for the next beta, I promise (my Radiant mysteriously refuses to load the point file atm).

    Download: get spirit1dm3_beta1.bsp

    Leave a comment:


  • metchsteekle
    replied
    finally got around to testing the latest release, it's great

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  • dfsp_spirit
    replied
    @Mr. Burns: The teleporter won't be hidden in the final version ofc but atm it looks like it will be there, yes. I'll consider moving the exit elsewhere, good point. I wasn't really sure about the current destination myself. The entrance is very close to MH (you can drop down into it in a sec) so I don't want the exit somewhere too close to RA though. I am considering to make it use the existing tele_exit at GA/GL so both teleporters would lead there.

    @metchsteekle: I'll rebuild that part of the map completely I guess, the rocks are ugly atm. And I promise not to place clip brushes into the air without justification then.

    Thanks for giving the map a try to both of you!

    I know about the leaks btw, I'll fix them later.

    Leave a comment:


  • metchsteekle
    replied
    feels good, but i noticed you clipped the terrain in the outside part next to the sky so i cannot walk on it

    ... i am disappoint

    also by where the terrain comes in contact with the building i noticed there was a hole in the wall that led to a crevice that let out to a hole in the bottom of the map.

    Leave a comment:


  • Mr.Burns
    replied
    It's looking quite promising spirit and it would be good to try this in a DM game. I like the openness of the corridors and the multiple routes/escape routes all over the map. It's interesting to see some good (but subtle) use of water tunnels too.

    Incidentallly, is the hidden teleporter by the MH intentional ? If not, please leave it in but maybe move the destination to somewhere slightly further away

    Keep up the good work. It'll be nice to give it another try once you're happy with the textures and lighting.

    Kind regards

    Monty

    Leave a comment:


  • dfsp_spirit
    replied
    Thanks Polarite. I'll show it to some friends because I'm not 100% sure about the GA area near LG (btw hope you found the tele there because I noticed it isn't marked yet with a tele brush). If nobody complains I'll start looking for textures that could go well with it.

    Leave a comment:

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