Seven_dc's Forum Damage 1024^3 mapping competition 2004


(joop sloop) #261

I just played all the maps, and they are all very fun to play :slight_smile: Gameplay is fast, almost chaotic, and lots of fun on all the maps :slight_smile:

I found some ‘bugs’ on a few maps tho

bazaar by detoeni:

  • The holes around the ladders are too small, it’s very hard to get out…

kadesh by me:

  • Everyone spawns in the same spot (I must be missing something…)
  • No limbo info (how/where do I set this?)
  • Missing texture on the team door sides when they open
  • Might be too easy for axis to defend the rocket

Ascent by [TFA]Violator:

  • Also no limbo menu info

(MindLink) #262

Updated the showcase with Violators and Red*Uk’s maps :slight_smile:


(thegnat) #263

Hmm. Found some bugs on Kadesh:

  1. LMS script missing.
  2. due to the missing script, objective “works” but doesn’t end the round (is not disabled as it should be)
  3. also it shows the commandpost-icon instead of dyna in LMS mode
  4. Latern models still not textured properly. shrug


(joop sloop) #264

Thegnat, I did try them as misc_gamemodels but then they simply didn’t emit any light at all… that’s why I put them back as misc_model. When the sources are released aswell can you take a look at the map and tell me why my misch_gamemodels won’t emit light?

And yeah I think I forgot to add the lms script… oops


(G0-Gerbil) #265

Heh oh well we all knew there’d be issues before the maps go final, so no real worries.
Someone impartial should do a list of things that need fixing, as opposed to things we (the mappers) would like to change (eg better lighting and command map in mine). In other words, make the next release a bug-fix one and not a simple ‘mapper free-for-all’ release.


(seven_dc) #266

I have been pretty busy. Sorry.

I like to thank All you have participated in this combo in any way.
I have runned around in every map and I like to say they are absolutely amazing!
I have actually played these maps with Go-Gerbil and Joop Sloop:
Bunker, Chapel and kadesh

and had little 1on1 LMS fight on rest of the maps except claustrophobia…

@Mindlink

The chapel takes the breath away on it’s details. VERY nice work. The site looks good too

@Go-Gerbil

Yes thecave has that fogcip bug. I though that it wouldn’t show and it would make the performance better… well we can make fix pk3 someday when maps get more playtesting…

@SiliconSlick

Txh for the servers they rock! Any info of the your script results?


Vapir Oxygen


(oS!Digital) #267

Ey seven, i dont know if u already know but in ur map, when i’m near the waterpump in the screen i haven’t got the dinamyte icon, i dont know if its a bug or it’s a thing of the map

Well, sorry 4 my english and very good work ;d


(oS!Digital) #268

K, i dont see the dinamyte icon in bazaar, it’s my game? :S


(joop sloop) #269

the bazaar uses an custom icon, it shouldn’t display the dyna symbol, and I think the same goes for the cave :wink:


(seven_dc) #270

Yes thecave uses custom icon too and the waterpump generator shows you a satchel icon. There is nice uneeded toi in the the map. I couldn’t disable it so I made it so that near the axis spawn when you go near the wall there is a message: “You are near of nice waterpump controls”


Uggs


(DG) #271

another mirror (UK)

btw anything I should know if I can find enough resources to run these on a server? Probably with ETPro.


(SiliconSlick) #272

Report is here:

http://www.nd80usa.net/slicks/1024report.txt

I had to tweak the script a bit to deal with
multiple .bsps in one .pk3.

You left some bloat in, seven_dc… shame on you. :wink:

Some notes:

  1. the coffin in chapel is questionable

1024Comp04.pk3 - **** IP Warning: models/mapobjects/o3-coffin/coffin.tga appears to be stolen from quake3-q3wpak4.pk3

Basically, someone has just editted it to change
it from brownish to greyish.

http://www.nd80usa.net/slicks/ml_chapel-coffin.tga
vs.
http://www.nd80usa.net/slicks/q3wcp20-coffin.tga

Mindlink credits Ophelia. For all I know, Ophelia was
one of the people mentioned by Scancode in
his readme for q3wcp20 (where it appears
to have come from).

http://www.nd80usa.net/slicks/q3wcp20.txt

  1. Bloat (easily trimmed out next time)

  2. I’d replace “viol024run” with “ascend” (all lower case)
    wherever it is used (given the sources).

  3. Gerbil continues his fascination with spaces in names. :confused:

  4. Ascend needs a maps .objdata file for non-LMS (normal) mode.

  5. Kadesh needs a maps .objdata file for both modes.

  6. I must say… I REALLY like the command maps for
    Kadesh and Chapel… I think Kadesh’s is the best
    I’ve seen in a while. :slight_smile:

http://www.nd80usa.net/slicks/ml_chapel_cc.jpg
http://www.nd80usa.net/slicks/kadesh_cc.jpg

I ran through all the levels today on the campaign
server and they are very nice. Looking at our chatlogs:

http://www.nd80usa.net/logchats/

(the servers starting with “fd”), I see I’m not the
only one that really likes the sunlight coming
through the stained glass on Chapel… nicely
done.

On the other hand, I forget which map/author, and I know
he explained why, but the static torches in one of them
just bug me… I like seeing flickering torches.

All and all… a good job by all the mappers… all the
levels look fun and interesting.

I’d say give them a couple weeks to test playability
and put their final tweaks in and then seven_dc and
I (the anally retrentive bloat hater) package up a
new version for final judging.

SiliconSlick


(MindLink) #273

Mh. I got that coffin model (as well as that crucified guy) from that site here : http://fps.brainerd.net/mapmodels11.htm , so I guessed it was free to use as long as credit is given. The texture recoloring was done by myself to better fit the color tone of the map. If there’s any problem with using that model (or any other one) I’ll remove those.


(SiliconSlick) #274

OK… if it came from the Quakecon 2K map model contest
then it more than likely isn’t owned by id/Activision so should
be OK. You might put a “(shading altered)” or something next
to the mention in your README just so people know it isn’t
the original.

Another suggestion for all the mappers would be to
include URLs in your README for where you got
your non-ET textures/model/prefabs if you can so that
people will know where to get more (to enhance
the educational value of the final package).

SiliconSlick


(G0-Gerbil) #275
  1. Gerbil continues his fascination with spaces in names.
    Yeah in the bleeding README file - not exactly a pk3 crasher is it? :wink:

(MindLink) #276

Right, will update my readme file for the final version.

Btw. since Detoeni didn’t send me any text file or images yet I was so free as to take screenshots of Bazaar myself and include them on the compo page.
It should be complete now with all stuff.


(Violator) #277

ah the objdata is for the limbo messages? Also there is a phantom objective in there somewhere I think…
I should rename the map to ‘ascend’ - the old name was a temporary one :slight_smile:
Right off to have a play with the other maps :slight_smile:


(MindLink) #278

Ok, finally all texts and images are in, the showcase page is completed :slight_smile: Have fun browsing and playing :slight_smile:


(Violator) #279

nice work m8 :slight_smile:

Just had a good old play on the maps. Looking the pk3 though only my entry seems to have the map file included?


(Violator) #280

OK I’ve renamed everything to ‘vio_ascend’ - didn’t realise using upper case was a prob :open_mouth: Need to recompile as its knackered up my terrain :frowning: Also made an objdata for the normal mode :slight_smile: