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Pre SG 1.0 archive

New Maps: Dawnfort and Newtown ready for download

Postby Breli » Fri Mar 02, 2007 12:24 am

MAPFILE WILL ALWAYS BE HERE

EDIT by ReD: The file is a pk3. If it downloads as a zip file, DO NOT extract it. Simply rename it to wq3brelimaps001.pk3

Having survived the great tournament we can finally share a little secret with our dedicated testers with YOU ;)

EDIT: I'll use this thread to keep track of issues mentioned by testers and the fixes I already made. Thus, you know what has been reported already.

DAWNFORTV6B0

FIXES
- Model clipping in the tower with the boiler plate
- Brushes can be seen through the walls
- Too much money FIX: Removed about 25 bucks but kept most of the pickups.
- Sounds too frequent
- Ability to crouch through open windows without breaking the window
- Clipping of the "wood disposal" area
- Map too dark in many places FIX: Increased minlight from 15 to 18
- Mapfile config using caps
- Shader credits for the tree textures
- Clipping in the prison
- Doorframe in the prison
- Broken phong shading (hopefully fixed NEEDS TESTING)
- Fixed: Textures of several models don't look good
- Fixed: Increased minlight to 20

COMMENTS
- Bunk beds are not "walkable" COMMET: can't really fix this without changing the map geometry substantially (ceiling much too low).
- "Glitches" in the walkable areas of the rockcliffs surrounding the map. NO FIX: thats more or less intentional respectively worked out the way it is
- Windows in the on tower too small to crouch through COMMENT: thats more or less intentional ... can change it but it doesn't really speed up gameplay since the are is so small

CHANGES
- bot routing substantially improved in order to prevent bot stutter for games with more than six bots (hopefully)
- Opened one more window

OPEN ISSUES
HOORAY! No entry here!

NEWTOWNV3B0

FIXES
- spawnflags 4 on the model in the mine
- Broken phong shading (hopefully fixed NEEDS TESTING)
- Possibility to get stuck at the exit of the tunnel with the moneybag
- "Hovering" plank at the entrance of the mine
- Player gets stuck when approaching the plank leading down to the other roof
- Texture of the roof and the edge of the building
- Alignment of patches at the watertank now 100% aligned, however, editor shows "crack" general patch problem NEEDS
TESTING

- Prison sucks\seems to be out of place (mexican setting) FIX: new prison
- Missing exit in the prison
- Mapfile config using caps
- Fixed broken lorry wheel reported by Clintstone
- Fixed money in mine reported by Clintstone
- Fixed ladder inside the rock reported by Clintstone
- Fixed wheel clip reported by Clintstone
- Fixed flooting lorry reported by Clintstone
- Fixed another lorry
- Fixed other minor stuff reported by Clintstone
- Fixed: Sounds too frequent
- Fixed: Too much money
- Fixed: - Textures of the shelves identical to background texture in the mine
- Pimped various models (niver textures)

COMMENTS
- z-fighting railtracks COMMENT: I know about it, but I am inclined to ignore it. It is just not relevant during the game. But I am all for perfectionism. I might take another look
- Too much railtracks COMMENT: I am happy with the railtracks Won't "fix" this one
- Can't do anything about the visibility of the belt. Sometimes entities are shown through walls. Bug in the engine.
- Structural changes like the ones suggested by Clintstone are too much trouble now, sorry.

CHANGES
- Added a few decorations
- Changed roof a bit to make it less "busy"
- bot routing substantially improved in order to prevent bot stutter for games with more than six bots (hopefully)
- Deleted the ladder to get on the top ledge (was somewhat pointless anyway)

OPEN ISSUES
- LOD cracks in the mine
Last edited by Breli on Fri Aug 17, 2007 10:53 pm, edited 18 times in total.
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Postby Hellrider » Fri Mar 02, 2007 1:21 am

WOW 8O These maps look impressive !

I can't wait to play on them :wink:


BTW : Your 500th post was one of your best , I think :lol:
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Postby Pardner » Fri Mar 02, 2007 4:44 pm

yaaaaay new maps! looking good Breli
I guess now that the tourney is over, I should start doing some testing!
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Yeehaw!

Postby ChainLightnin' » Sat Mar 03, 2007 7:52 am

Yeehaw! This is the first time I've gotten the site to load, and it's like a party! New fun stuff! Drinks all around!
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Postby Breli » Sat Mar 03, 2007 4:25 pm

Ok guys, link added to first post :) ... have fun and let me know what you think!

@hika: may I kindly ask you to put these on your test server now? Maybe we can have a nice shotout on the new maps today ... I am sick of playing against bots :P

Munter bleiben ...

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Postby hika » Sun Mar 04, 2007 2:43 am

Breli wrote:@hika: may I kindly ask you to put these on your test server now?

Sorry for the delay :oops: ... I have some wireless connection problem, lately.
Anyway, it is now on my test server.
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Postby Chilli » Sun Mar 04, 2007 4:22 am

Some reply :-)

Dawnfort :

- some windows are too small to get through while crouching -> would pace up map to get out fast everywhere :-)
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- 2 windows are half opened and its not possible to go through before they are smashed (depends on creator how he wants to have it :)

- most double beds are are not "walkable" ether the lower one or the upper one -> ladder / wall to low (Edit by ReD: The ladders are working but there's no point if you can't get on the bed. Ceiling interferes.)
Image
- generall outside "wallwalking" problems, nice thing to have a catwalk with 35? on the sourunding wall, but there are glitches e.g : only possible to walk them from one side

- 2 small bushes (plants) are glitching through walls
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- personal opinion : too much money -> no hot spots for fighting
CTF isn't a game, it's the ultimate showdown between RED and BLUE :-)
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Postby Chilli » Sun Mar 04, 2007 4:25 am

New Tow :

- my opinion : to much money :-)

- great map (Dawnfort is great too :)

- one glitch (red made sceeshoot ) upwards where the rail ends and you get a big moneybag, when you walk back you get stuck in the doorway buy the wood of the railtrack right under the "doorway"
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greets

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Postby ReD NeCKersoN » Sun Mar 04, 2007 11:10 pm

I have to agree that there seems to be too much money lying around. Maybe have a little less but with higher values? Just my 2 cents. :lol:
In the map cfg why not use caps so your map names are like NightFort & several others levels? I was thinking we might do this for all of the maps since it only affects the gui. The files themselves can remain all lowercase to the benefit of Linux users. But this is just an idea.
DawnFort:
Just my personal opinion but I think the sounds are too frequent. Coyote, eagle & thunder sounds in particular get a little annoying for me. Maybe add more time in the 'wait' key? Also, the phong shading on the rock walls doesn't seem to be working properly in many areas?
Image
Maybe do a little clipping here? Easy to get stuck.
Image
In your wq3breli.shader you state "The tree images have been created by sig11." Not exactly. He added new colors to textures already created by ICI. Would be better to say he modified them. :wink: Lastly, it's a little dark in many places. Have you tried _minLight? If so, maybe bump up the value a little?

NewTown:
Some z-fighting on rails & missing 'spawnflags 4' on cart wheels. But I think you already know about these. Would be nice to be able to blow a wall or climb a ladder to get out of the jail. Feels like a trap in there.
Maybe line up this texture a little better? It jumps out at me visually.
Image
Rock walls look 'blocky' in general....same as DawnFort. Maybe the angles are just too high in some areas, which wouldn't be worth modifying. But there's a lot of places where the phong shading just doesn't seem to work?
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Overall, not much to complain about. Good work. 8)
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Postby Breli » Mon Mar 05, 2007 12:05 am

Ok, I'll track everything in the first post. Please refer to my comments there. Most of it is simple. Two things are bothering me though:

- Phong shading: I noticed this as well and I don't know why it doesn't work :oops: ...
- Lighting: I use minlight values between 15 and 20 IIRC. Maybe the problem is on your side? The lightning stuff really starts to piss me off ...

ok, quite a long list of issues after all ...

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Postby ReD NeCKersoN » Mon Mar 05, 2007 1:44 am

Breli wrote:Lighting: I use minlight values between 15 and 20 IIRC. Maybe the problem is on your side?

_minlight is obviously working in NewTown & seems good enough to me. Maybe you forgot to add a _color value to the worldspawn in DawnFort? I can't really notice the use of minlight there. If nobody else gripes, just leave it alone.
Breli wrote:Since you keep complaning about the lighting in almost every map, I am inclined to say that you should tweak your monitor ;)

Maybe someday I'll make the move to an LCD monitor so I can complain about how everything is too bright. :lol:
Last edited by ReD NeCKersoN on Mon Mar 05, 2007 5:26 am, edited 1 time in total.
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dawnfort

Postby ChainLightnin' » Mon Mar 05, 2007 4:26 am

Tag!
I respawned in one of the jail cells in Dawnfort, and could not get out. Am I just missing some neat trick, or is that a bug? Anyway, maps are sehr gut! Tschus! :D
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Re: dawnfort

Postby ReD NeCKersoN » Mon Mar 05, 2007 5:21 am

ChainLightnin' wrote:I respawned in one of the jail cells in Dawnfort, and could not get out. Am I just missing some neat trick, or is that a bug?

Try aiming your crosshair at the frame of the cell door where you think a key should go. Move close & look around at it until your crosshair turns yellow. Then you can open the door. :wink:
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jail

Postby ChainLightnin' » Mon Mar 05, 2007 7:21 am

Ah...Cool! :D
Thanks!
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Postby L3th4l » Mon Mar 05, 2007 4:51 pm

I would have to agree with Red that fort is too damn dark in someplaces, most your maps for me are too dark in places.. I'm inclined to say you need to adjust your monitor :wink:
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