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Appetizer

Posted: Sun Sep 13, 2015 9:28 am
by aradorasxeon
A little appetizer for my Work In Progress map.

Image

I will release the alpha version of the map on Monday or Tuesday. (Some of us voted on Monday night, while we are drunk, so we could drunken fun test it. :D )

Planned releases:

Alpha version: (Release date 09.14-15)
- new map, with bsp -meta, and vis -fast process done.
- new classes (I probably won't give shield to D tesh)

Beta version: (Probably in October)
- changes to map according to your feedback and my own opinions
- minor changes to classes according to your feed back and my own opinion
- adding lights to the map, and making some visual make ups, according to your feed back and my own opinion

Final version: (Likely in November or December)
- Will be final, and I will go to Xeon mode and: "map is perfect not changing a thing"

So you are greatly encouraged to say you opinions on the map and play it as often as possible. Also I encourage you to make some new textures if you don't like the ones in yews.

Re: Appetizer

Posted: Sun Sep 13, 2015 10:28 am
by Duo
Dude, don't only do -meta and -vis. It looks really bad. Always yews -light.

Trust me, I hate placing hundreds of lights into my map, too. But there is an easy solution: ambient lighting. It's really easy and it automatically lights up your entire map. There's really not a reason you should ever skip -light when you can just do ambient lighting.

Add these keys to worldspawn:

Code: Select all

_color "1 1 1"
_mingridlight "100"
ambient "40"


Adjust the number 40 higher if it's too dark.

You can help set the mood by using colored ambient lighting, too. For example, t3_rift uses:

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_color "0.822880 0.985514 1.000000"

which generates #D1FBFF -- a nice soft blue color. http://www.color-hex.com/color/d1fbff

You can yews q3map2 flags to change how your lighting looks at time of compile, too. Try compiling with this:

Code: Select all

"C:\path\to\q3map2.exe" -meta -v "C:\path\to\mapname.map"
"C:\path\to\q3map2.exe" -vis -v "C:\path\to\mapname.map"
"C:\path\to\q3map2.exe" -light -fast -patchshadows -samples 3 -bounce 8 -gamma 2 -compensate 4 -dirty -v "C:\path\to\mapname.map"


Through messing around with these settings, you should be able to get good lighting on your map without having to tediously place lights into your map by hand.

Btw, if you want new textures, try ripping from JK2 or Soldier of Fortune 2.

Re: Appetizer

Posted: Sun Sep 13, 2015 12:28 pm
by aradorasxeon
Yeah I do yews ambient lighting in most of my maps. So I might do the light process for the alpha version, too. But since it is only the alpha version of the map I deemed it unnecessary.

I usually add lights before the first release, I just really wonder what will the community think of it. Also I often make 3 or 4 kind of light sources, then just copy paste them to places.

Re: Appetizer

Posted: Sun Sep 13, 2015 8:31 pm
by Turquoise Dragon
I see another ktr sequel lol...

And I personally only light my shit when I'm ready to release the final deal.

Re: Appetizer

Posted: Sun Sep 13, 2015 8:50 pm
by Magyk
ktr redux

Re: Appetizer

Posted: Mon Sep 14, 2015 6:57 am
by Laser
Really looking forward to this. However, PLEASE listen to gameplay feedback if it is constructive, and not just aesthetic changes.

Re: Appetizer

Posted: Mon Sep 14, 2015 6:24 pm
by Turquoise Dragon
Laser wrote:Really looking forward to this. However, PLEASE listen to gameplay feedback if it is constructive, and not just aesthetic changes.


Inb4 MAP PERFECT NOT CHANGING

Re: Appetizer

Posted: Tue Dec 08, 2015 7:49 pm
by aradorasxeon
I think I will add the finishing touches over the weekend, so if you have anything to say, say it before Dec 24th 00:00, because after that I am activating Xeon mode.