Beta1: Ruins of Acquiesce


(neotic) #1

Check out http://www.planetquake.com/bkp/neotic/ruins/ for more information and a download link, thanks to HeirPie. If you want to mirror it just reply with the link below.

http://gamemapstop.com/etmain/ruins15.pk3 pk3 link
http://www.pcgamemods.com/6688/ zip link

Pleae email me or reply here any suggestions or comments. I am very interested in your ideas.

:banana:


(Shazam) #2

Looks very nice ! :clap: i’m dl it :wink:


(blushing_bride) #3

great looking map, i got a bit lost but thats to be expected the first time. i also could not figure out what to do with the final axis objective.
im not to sure about the ocean. its just a bit to shiny and golden. i can see the effect you were after but it looks a bit too bright like liqued gold. Also when the tank gets to the end of its path the barrel sticks into the wall. when i get off the tank it often drops me on the left in a gap i cant get out of so maybe you can slightly move the tanks final resting place for the next version.

oh and before i forget i got lots of warnings in the console. cant remeber exactly what it was but something like ā€œwarning"cannot find entity for setstate entityā€ (sorry i should have made a better note of this).

anyway fantastic looking map, very enjoyable architecture, as soon as it pops up on a server i look forward to playing some games on it.


(neotic) #4

Thanks alot guys! I’m keeping a running tally of everyones comments on the website so beta 2 will so much better. Keep em coming and thanks for the nice words.


(G0-Gerbil) #5

No tracemap.
Sea effect is overdone.
Lowest framerates I’ve yet seen in an ET map (20fps on my comp on beach looking up).
Scripting errors on map start.

But, this isn’t final, and I have to say I do love the scale and general architecture. It’s all a bit variant on the theme of orange, but it certainly gives it a unique look. 3 of the 4 things I list above will be simple enough to tweak (assuming you want to change the sea - that’s a personal thing and doesn’t affect the ā€˜buginess’ of the map.

Framerates could be trickier to sort. I’m going to run around it again in devmap mode to see what I can see to suggest.

Great looking, hope the other things get fixed \o/


(G0-Gerbil) #6

OK spent a bit more time.
Massive overdraw / bad culling / meta/ non- t-junctions* all over the map is the cause of the framerates.
Fortunately, because of the nature of your map I do think hint brushes will work wonders on most of the framerate problem areas (certainly all the indoors ones).
The beach I’m not so sure on, but I think it should be feasible with some clever hinting.
Some of the objectives in the limbo screen don’t get marked correctly.
Some of the geometry is a bit ā€˜thick’ (I particularly noticed this on the scaffolding planks).
Most of the stairs are 45 degrees, and a bit big for my liking.
The tank goes through the ground lots in places (eg as it goes off the stairs into the central courtyard). I’ve got my own tank problems like that so I sympathise.
More setstate errors throughout the map.
I really dislike the autosprite lamp halos you have. They are too strong, and when coupled with the fact that the lamps don’t actually emit any light, makes the overall effect just strange. I’d say make the halos more subtle, and actually put light entities in the lamps :slight_smile:
What else?
Oh yeah - what’s the point of the initial satchel objective right before the tank wall???
I’m also not keen on there only being 1 route from initial Axis spawn - I was hoping you could go up the hills to the right of the entrance to maybe get on the roof but no such luck.

BUT!

The skylighting is lush, the custom textures rock (did you make them yourself?), and I think the map has a feel all of it’s own.

I’m sorry the compliment bit is only a couple of lines vs the much longer ā€˜bugs / issues’ bit, but there’s only so many ways you can say ā€˜looking damn good’!.
Also, bear in mind I only went through finding these things because I’d love for them to be fixed because it’s a map I’d personally love to play on. In other words, the more I like a map, the more critical I get :smiley:

*BTW what I mean about the meta T thingy is that q3map2, in an effort to avoid sparklies, creates extra vertices where brush vertices lie on the edges of other brushes. While this is generally cool, it does mean it can quickly create lots of extra polygons and vertices that in some circumstances just aren’t needed. I recall someone (digibob?) pointed out that sometimes it’s not desirable, and gave the crenelated wall around the fort on oasis as an example of where it wasn’t desirable, and how they’d avoided it. Go to spectator and fly up to the fort roof. If you look, you can see the ā€˜bumps’ are actually set a little bit back from the edge - by doing so q3map2 doesn’t split, keeping things simpler :slight_smile:
Also just realised me saying overdraw was potentially technically misleading - I don’t mean it in ā€˜co-planar faces’ means, just that because the VIS is so bad in places, you can be staring at a brick wall and /r_showtris 2 shows half the map behind it.


(neotic) #7

Wow, thanks for the thorough reply. I really took a lot of time trying to take advantage of not drawing what I didn’t have to. I also used allot of hint brushes, but perhaps maybe not the best way possible. I found it rather tricky because the map is open to the sky. I haven’t noticed any command map icon errors, but if you could point what you feel is incorrect and ill get to it. I might look into the thickness of the scaffolding there for ya heh. On the lamps. yeah that does sound good… I think I have the perfect thing in mind. Another entrance for Axis seems like a good idea a well.

I distorted or modified virtually every texture, but except for a few, I can’t claim them as mine. heh, maybe we could have a lil chat over this sometime… if you have an instant messenger. any how, beta 2 is gonna rock with all this feedback, here and else where.

thanks allot!