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alpha: spirit1dm2 -- Ultima ratio

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  • #31
    I will put beta6 on Euroquake later on tonight.. need sleep now

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    • #32
      I played a few matches today on bigfoot and there's some very cool maps on that server. I'll have to check out some more of the q1 maps I got on my hdd from some qw mappack I downloaded.
      dfsp*spirit
      my FPS maps

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      • #33
        So I played a few 1-1 rounds on beta6 and I like the gameplay, however there is a minor geometry change I'd like to suggest for the NQ version:

        changing this: (see below)


        to this.. (see below)


        I took the liberty to edit your map a little, just for testing purposes..
        The new situation is more consistent with the rest of the map, and also allows for a couple of new trick jumps:

        - The one cortex is doing on the screenshot above
        - RocketJump up to the wedge shape (just above cortex's head) so you get bumped back over to the platform where the teleport exit is..

        Also I'd like to point out that there are some area's where texture alignment could be improved, mainly the sides of the arches don't lign-up with the rest of the walls.. Minor details, I know, but you might as well fix em for the final release
        Last edited by =peg=; 11-16-2009, 03:10 AM.

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        • #34
          Sounds good. If you didn't mess with other stuff too much just send me the map file so I won't have to figure out the angle that brush needs to have to allow the rocketjump myself. (Note that the number 1 occurs twice in that email address.)

          I know I'm lazy.
          Last edited by dfsp_spirit; 11-16-2009, 05:25 AM. Reason: Fixed typo
          dfsp*spirit
          my FPS maps

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          • #35
            Neat, fast map, nice choice of colors (blue = win), texture misalignment on the slipgates.

            I like.
            Scout's Journey
            Rune of Earth Magic

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            • #36
              Oh, its just a 45 degree angle (diagonal 32 unit grid) -> exactly the same as the double arches near NG/YA. The other changes are very simple (took like 5 seconds )

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              • #37
                @=peg=: Ok, I'll do it myself then. Expect beta7 later today then.

                @golden_boy: Thanks & I'll fix those.
                dfsp*spirit
                my FPS maps

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                • #38
                  I think its a nice 1 on 1 map , nice work and nice adjustments so far.
                  Played a few times with =peg= now and I must say its has some good potential !

                  I can't wait for the finished product.
                  My servers for the gamers:
                  bigfoot.servequake.com / damage.servequake.com

                  port 26000 EuroQuake
                  port 26001 EuroQuake Coop


                  newyork.quakeone.com
                  Offline ATM
                  fvf.servequake.com
                  flanders.servegame.org / flanders.servequake.com
                  Offline ATM
                  newdm.servequake.com
                  port 26010

                  http://bigfoot.servequake.com (EuroQuake)
                  sigpic

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                  • #39
                    Thanks Polarite, glad you like it.

                    I fixed the texture alignment stuff (on both the arches and teles) and messed a bit with the suggested jumps but I'm not happy with the results yet.

                    @=peg=: The jump on that screenie seems pretty tough to me, or did you change anything else (like the angle of the ramp)?

                    The RJ to the tele exit also seems tough. At least it's way easier if you just RJ directly up there instead of using that backward jump with the help of that angled brush. Even then it's a bit messy since you tend to get stuck on the arches on the ceiling first, then drop down on the edge where you wanna go. I doubt I'd do that often in-game.
                    dfsp*spirit
                    my FPS maps

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                    • #40
                      It's late but here it is: download spirit1dm2-beta7 (direct link).

                      Changes:
                      • fixed texture alignment on teleporters and on all arches
                      • replaced rusted steel textures of lamps
                      • adapted architecture above LG to allow for some trick jumps
                      dfsp*spirit
                      my FPS maps

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                      • #41
                        @=peg=: The jump on that screenie seems pretty tough to me, or did you change anything else (like the angle of the ramp)?

                        The RJ to the tele exit also seems tough. At least it's way easier if you just RJ directly up there instead of using that backward jump with the help of that angled brush. Even then it's a bit messy since you tend to get stuck on the arches on the ceiling first, then drop down on the edge where you wanna go. I doubt I'd do that often in-game.
                        Those tricks are tough indeed, but hey, no fun if it is all too easy!
                        And no, nothing else was changed, except that Euroquake server (like all other European DM servers) runs on ticrate 0.015 (them tricks would be impossible on 1996 ticrate)

                        About the RJ.. yeah that one is not really viable, more something just for fun sake

                        I'll put beta7 on server to check it out.. more on that later..

                        edit:
                        Good job on beta7, but 2 minor texture improvements remain (matter of taste really, so its up to you to decide if its needed )

                        Make the strip of brown base tiles continue (see the lowest blue arrows and my previous screen shot, the one with cortex in it)
                        And there seems to be an unintended strip of blue base tiles above the arch in the above screenie (the upper blue arrow)

                        edit2:
                        I had another close look, and there are actually a few more texture alignment issues:
                        The arch directly above the teleport near the button (both sides) and the two clipped off arches on each side of the teleport-exit tunnel..

                        Apart from these minor issues I'd say it's all good
                        (I'm sorry to be so nit-picky, but hey, a little polish goes a long way and it only takes a few minutes)
                        Last edited by =peg=; 11-16-2009, 10:25 PM.

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                        • #42
                          Good! I'll fix those, play another test match against henneck and PM that baby to Lightning_Hunter for the frikbots waypoints. I'd like to get this map published and move on.

                          I really appreciate your nitpicking, helps a lot. I've run through the map way too often it seems, I don't see these things anymore.

                          EDIT: Final version compiled and PMed to Lightning_Hunter for the waypoints.
                          Last edited by dfsp_spirit; 11-17-2009, 12:01 PM. Reason: update
                          dfsp*spirit
                          my FPS maps

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                          • #43
                            The final version has been released.
                            dfsp*spirit
                            my FPS maps

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                            • #44
                              good job!

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