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New SG duel map

Postby ReD NeCKersoN » Thu Jan 15, 2009 2:57 am

We have 5 dev team mappers available to us. Joe, Breli, Pardner, Lethal & I. Wondering if you guys might be interested in making a new duel map? Maybe a 10 part map with 2 sections from each mapper?
Since the sections should be relatively small & performance isn't an issue, it could be a good experiment to really make some nice looking effects or high poly counts. And we could all make these sections at the same time then just copy/paste them into a single map file. Lethal & I have already discussed it & think it's a great idea. What do the rest say?

Regarding light bleeding through the sections of duel map:
1) I don't think any of us tried area portals between sections. Might work!
2) If #1 doesn't work, maybe Joe's recent theories will!

Btw, anyone who wants to improve the ICI duel maps should give it a go. :wink:
Last edited by ReD NeCKersoN on Sun Mar 08, 2009 8:53 am, edited 1 time in total.
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Postby EvilFutsin » Thu Jan 15, 2009 6:49 am

Dude, I am so totally up for helping you guys out with that. :)

If it happens, lemme know. :D
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Re: Pass the map? New project?

Postby ReD NeCKersoN » Thu Jan 15, 2009 9:24 am

ReD NeCKersoN wrote:We have 5 mappers available to us.

My mistake. Make that SIX mappers. 8)
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Postby Breli » Thu Jan 15, 2009 10:25 am

Count me in ;)
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Postby Joe Kari » Thu Jan 15, 2009 1:52 pm

Good idea ;)
Have you got a particular theme in mind ?
I have got a bunch of unfinished stuff that wait for this day :O)
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Postby ReD NeCKersoN » Thu Jan 15, 2009 3:28 pm

No theme, just bring your best work! We'll have to agree on worldspawn conditions though.
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Postby Pardner » Thu Jan 15, 2009 6:44 pm

Count me in!!
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Postby ReD NeCKersoN » Sun Jan 18, 2009 1:46 pm

Btw, I've been thinking a lot about what a hassle it was to keep everyone in synch with the sg.shader

It no longer makes sense to continue doing that imo, especially for this project where we'll have 5 or 6 mappers working towards a common goal. (I've seen the light Joe.) Unless anyone objects, just add any new shaders to your own file. For instance, mine will be called reds.shader
On the other hand, I think it does make sense to create a single sg_sounds1.pk3 & sg_textures1.pk3 for this if any new such data is created. But that's just my opinion.

As for worldspawn, we should discuss that NOW rather than later. Since the map parts will be relatively small & lighting with entities wouldn't be so time consuming, I suggest we stay away from _minLight & ambient this time to avoid affecting each others preferred lighting. Here's what I propose & we can make arguements for what should or should not be added in the worldspawn.

classname worldspawn
message mapname by Breli, Joe, etc, etc
_enableDust 1


We need a map name of course. The first ideas I have are du_shootout, du_quickdraw, du_reaper
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Postby Joe Kari » Sun Jan 18, 2009 7:08 pm

It no longer makes sense to continue doing that imo, especially for this project where we'll have 5 or 6 mappers working towards a common goal. (I've seen the light Joe.) Unless anyone objects, just add any new shaders to your own file. For instance, mine will be called reds.shader
Wouhou !

Yes, I agree that this should be packed in the same pk3.


For the worlspawn, I suggest to add a _lighmapscale of 0.25 or 0.125 (I prefer 0.25, cause if I need better on few little spot, I can specify it per shader).

Oh, and we have to discuss about q3map2 switch too... What are your favorite switch ?
For the light stage I use -fast -patchshadows -filter -samplesize 4 -samples 3 -bounce 1, I don't use -bouncescale, I controle that per shaders (basicly, all shaders I use for outside have a bouncescale value of 0).
I only use -meta for bsp, cause I have noticed that sometime -patchmeta does it bad on curves.
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Postby Breli » Sun Jan 18, 2009 7:42 pm

ReD NeCKersoN wrote:Unless anyone objects, just add any new shaders to your own file. For instance, mine will be called reds.shader


Fine with me.

ReD NeCKersoN wrote:On the other hand, I think it does make sense to create a single sg_sounds1.pk3 & sg_textures1.pk3 for this if any new such data is created. But that's just my opinion.


Also fine, however, this does not me that we have to keep in sync wrt to textures and sounds (if any new are to be integrated). This might also lead to duplicates but, frankly, I don't really care.

ReD NeCKersoN wrote:As for worldspawn, we should discuss that NOW rather than later.


Also fine with me and I am happy with Joes proposal.

ReD NeCKersoN wrote:du_shootout, du_quickdraw, du_reaper


Hmm ... don't really like these :P ... how about du_smokinguns or so? It is a real Smokin' Guns map after all 8)

Do we have any timeline? Hopefully not too soon, right?
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Postby ReD NeCKersoN » Sun Jan 18, 2009 8:23 pm

Breli wrote:how about du_smokinguns or so? It is a real Smokin' Guns map after all 8)
Do we have any timeline? Hopefully not too soon, right?

Hmmm. Could we shorten it to du_smokin maybe?
No timeline. When it's done. However, once screenshots begin showing up it will probably spur everyone to action. And keep in mind this is a volunteer effort, so if anyone finds that they lack the will or time there is no shame in backing out.
And don't forget we need to experiment with fixing the duel skybox bugs. If nothing works I suppose we'll have to agree on a common skybox too.

classname - worldspawn
message - mapname by Breli, Joe, etc, etc
_enableDust - 1
_lighmapscale - 0.25


-fast -patchshadows -filter -samplesize 4 -samples 3 -bounce 1
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Postby L3th4l » Sun Jan 18, 2009 9:05 pm

All sounds good to me. Joe uses the same switches I do so all good there too :)
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Postby Breli » Sun Jan 18, 2009 9:17 pm

just to throw in something wrt switches. Here is what I used for my final compiles:

Code: Select all
 -light -fast -patchshadows -samples 2 -super 2 -bounce 2 -dirty


so far I haven't really found a good and usable documentation of q3map2 features and settings. Maybe we can document best practices in the level editing forum ... also, maybe I should do some testing :roll:

I don't mind the switches though :lol:
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Postby ReD NeCKersoN » Sat Feb 21, 2009 5:42 am

This needs much more work, and is really only in the beginning stages, but I thought I'd let you see what I'm up to. (It might look big from this angle but the duel area is quite small.) I know Pardner has been working too, if he'd like to share. Anyone else have screenshots?

19_waterfall1_1.jpg
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Postby Pardner » Sat Feb 21, 2009 6:22 am

Looks great Red! here are twpo screens of my section:
Image Image

i think that section is almost done. The textures could use some work. I need to add sound, and of course visuals always could use tweaking :D
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