MAP: Infinity

MAP: Infinity

Postby qreeves » 14 Sep 2013, 13:02

This is a "fix-me-up", which basically means that I have provided a layout and will include the best remix of it. Have fun!
Attachments
infinity.zip
(291.3 KiB) Downloaded 423 times
Quinton "quin" Reeves | Lead Developer, Red Eclipse | http://redeclipse.net/ | http://www.facebook.com/redeclipse.net
User avatar
qreeves
 
Posts: 1294
Joined: 17 Mar 2011, 03:46
Location: Queensland, Australia

Re: MAP: Infinity

Postby BioHazardX » 23 Sep 2013, 19:27

Any screenshots and details?
SURVIVAL STRATEGY!
User avatar
BioHazardX
 
Posts: 183
Joined: 07 Jan 2012, 12:03
Location: from the 90's

Re: MAP: Infinity

Postby Ulukai » 23 Sep 2013, 19:42

BioHazardX {l Wrote}:Any screenshots and details?

Too lazy to download and peek inside? Here is the screenshot you requested, sir!
screenshot.0001.png
You'll have to add the details yourself, don't forget to upload your result here... ;-)
User avatar
Ulukai
 
Posts: 741
Joined: 19 Mar 2011, 10:55
Location: Mechelen, Belgium

Re: MAP: Infinity

Postby BioHazardX » 02 Oct 2013, 09:49

Sorry for the late of the answer.
Probably this must be a fun map where you have only use the rocket launcher to kill your enemies, but with the bots it's unplayable, they jump into the boiling lava and die immediately after spawn, and the layout looks very empty...
I'll wait for the next update.
SURVIVAL STRATEGY!
User avatar
BioHazardX
 
Posts: 183
Joined: 07 Jan 2012, 12:03
Location: from the 90's

Re: MAP: Infinity

Postby qreeves » 03 Oct 2013, 01:04

I think people have the wrong idea here. The point of this map is to provide a basic "figure eight" layout that someone else could finish, and the idea was that they could retexture and reformat the level to provide something playable. I guess it didn't really work, so I suppose I will do these things myself in the future.
Quinton "quin" Reeves | Lead Developer, Red Eclipse | http://redeclipse.net/ | http://www.facebook.com/redeclipse.net
User avatar
qreeves
 
Posts: 1294
Joined: 17 Mar 2011, 03:46
Location: Queensland, Australia

Re: MAP: Infinity

Postby Ulukai » 03 Oct 2013, 09:37

qreeves {l Wrote}:I think people have the wrong idea here. The point of this map is to provide a basic "figure eight" layout that someone else could finish, and the idea was that they could retexture and reformat the level to provide something playable. I guess it didn't really work, so I suppose I will do these things myself in the future.

I got the idea but unfortunately a lack of time these days. Your explanation was pretty clear to me and I always like the idea of a little competition to get the best version in the game.
User avatar
Ulukai
 
Posts: 741
Joined: 19 Mar 2011, 10:55
Location: Mechelen, Belgium

Re: MAP: Infinity

Postby quintux_v » 07 Oct 2013, 00:51

Ulukai {l Wrote}:I got the idea but unfortunately a lack of time these days. Your explanation was pretty clear to me and I always like the idea of a little competition to get the best version in the game.


Agreed, I've looked at the map but wasn't sure where to start, and have been busy learning to make an original map.
[eX] member
aliases: quintux_v | blakthunder
User avatar
quintux_v
 
Posts: 187
Joined: 24 May 2012, 00:14

Re: MAP: Infinity

Postby quintux_v » 13 Oct 2013, 00:42

Sorry for the double post.

So I had some time on my hands (4 day weekend :D ) and I decided to take a crack at texturing this thing, mostly as a learning experience. Needless to say, those giant walls suck. There's very little light, no affinities (save the 2 or so playerstarts I threw in along with the 4 grenades and default rocket). I did change some of the geometry, adding an extra edge to the bridge
Some screenshots, made in edit mode, shaders OFF.

20131012165957.png
Blue Team Hallway
20131012165951.png
Blue Team Entrance
20131012170010.png
On the Bridge


So I attempted to use the vpalette command on a modified trak texture (see This post) and it looks like it works alright-ish without shaders, although when I checked, shaders ruined the color with a white glow. If anyone else wants to take a gamble on getting that going, by all means go ahead.

light1_mod.zip
Make sure to backup the original texture files.
(322.78 KiB) Downloaded 386 times


As for the map itself:
infinity_wip.zip
Includes the map, .cfg, waypoints and preview.
(947.69 KiB) Downloaded 347 times
[eX] member
aliases: quintux_v | blakthunder
User avatar
quintux_v
 
Posts: 187
Joined: 24 May 2012, 00:14

Re: MAP: Infinity

Postby John_III » 15 Oct 2013, 01:24

20131014195731.png


Disregard the pit in the center of the floor, I was just fooling around with different possibilities there.

I also thought it could be cool if there were hanging bits of moss from the stone beams overhead, but I have not been able to find a good model/alpha yet for such purposes.
Image
User avatar
John_III
 
Posts: 118
Joined: 17 Mar 2011, 04:45

Re: MAP: Infinity

Postby greaserpirate » 15 Oct 2013, 02:06

You guys should merge yours together :D

Friendship is Magic Voice Chat Mod
(Map) Trespass
(Map) Suspended
Find out more about >DOOM< here: www.redoomclan.tk
User avatar
greaserpirate
 
Posts: 350
Joined: 22 Jun 2011, 18:23

Re: MAP: Infinity

Postby qreeves » 15 Oct 2013, 07:59

John_III {l Wrote}:I also thought it could be cool if there were hanging bits of moss from the stone beams overhead, but I have not been able to find a good model/alpha yet for such purposes.

Maybe, http://opengameart.org/content/tiny-weeds-3, or some other model there. Looking through them, there are some I'd like to include in RE myself.
Quinton "quin" Reeves | Lead Developer, Red Eclipse | http://redeclipse.net/ | http://www.facebook.com/redeclipse.net
User avatar
qreeves
 
Posts: 1294
Joined: 17 Mar 2011, 03:46
Location: Queensland, Australia

Re: MAP: Infinity

Postby Ulukai » 15 Oct 2013, 10:38

Nice work but I prefer John_III's version so far. The new models in SVN would indeed fit nicely there!
User avatar
Ulukai
 
Posts: 741
Joined: 19 Mar 2011, 10:55
Location: Mechelen, Belgium

Re: MAP: Infinity

Postby qreeves » 15 Oct 2013, 11:29

20131015201349.jpg
Quinton "quin" Reeves | Lead Developer, Red Eclipse | http://redeclipse.net/ | http://www.facebook.com/redeclipse.net
User avatar
qreeves
 
Posts: 1294
Joined: 17 Mar 2011, 03:46
Location: Queensland, Australia

Re: MAP: Infinity

Postby Julius » 15 Oct 2013, 19:56

Nice... you should definity try and get more of the other models from yughues into RE.
User avatar
Julius
Community Moderator
 
Posts: 3306
Joined: 06 Dec 2009, 14:02

Re: MAP: Infinity

Postby qreeves » 16 Oct 2013, 07:40

Julius {l Wrote}:Nice... you should definity try and get more of the other models from yughues into RE.

Way ahead of you :)
Quinton "quin" Reeves | Lead Developer, Red Eclipse | http://redeclipse.net/ | http://www.facebook.com/redeclipse.net
User avatar
qreeves
 
Posts: 1294
Joined: 17 Mar 2011, 03:46
Location: Queensland, Australia

Re: MAP: Infinity

Postby John_III » 18 Oct 2013, 01:44

20131017214527.jpg
Image
User avatar
John_III
 
Posts: 118
Joined: 17 Mar 2011, 04:45

Re: MAP: Infinity

Postby qreeves » 18 Oct 2013, 03:02

Took me a while to see the plants, lol. I'm a little concerned about textures not fitting together as well (red brick is especially contrasty, probably due to the lights nearby).
Quinton "quin" Reeves | Lead Developer, Red Eclipse | http://redeclipse.net/ | http://www.facebook.com/redeclipse.net
User avatar
qreeves
 
Posts: 1294
Joined: 17 Mar 2011, 03:46
Location: Queensland, Australia

Re: MAP: Infinity

Postby Ulukai » 18 Oct 2013, 10:22

Actually I do like the red bricks as they give some color to the scenery. A bit more green still wouldn't hurt :) Maybe a moss blendmap on the red bricks?
User avatar
Ulukai
 
Posts: 741
Joined: 19 Mar 2011, 10:55
Location: Mechelen, Belgium

Re: MAP: Infinity

Postby unixfreak » 18 Oct 2013, 16:26

John_III {l Wrote}:
20131017214527.jpg


Looking good!

I also, think the red bricks don't look quite right, it looks good, but I think if the blue lighting/texture on the floor were changed to be more fitting to the rest of the environment it would be even better.

Green/blue lights tend to be artificial sources, whereas red/yellow tend to be from natural sources. If that were my map i'd play about with the ambient a little to try and make it less blue.

:p
User avatar
unixfreak
 
Posts: 82
Joined: 02 Feb 2012, 11:54
Location: Bristol, England

Re: MAP: Infinity

Postby John_III » 18 Oct 2013, 16:29

I currently have recessed artificial lights under the concrete beams that are casting the blue glow, but I can tone it down.
Image
User avatar
John_III
 
Posts: 118
Joined: 17 Mar 2011, 04:45

Re: MAP: Infinity

Postby restcoser » 24 Oct 2013, 18:24

My version of infinity. I took the word "infinity" very literally, so this map is mainly circles and infinite beams...
The theme is divine roman temple, which i consider a nice change from much ghostly grey darkness and/or glowy cutec and/or trak5 invasion.
I did not change the original layout, I don't think the layout is very good tbh because of large distances and a lack of cover. I might scale the map to 1/2 in all dimensions if there is demand for it, which might help the gameplay.
Also I completed this in a bit of a rush, so if the entity positioning is wrong or some missing texture occurs, inform me of it.
No waypoints yet.
The final mapfile would be named "infinity", but the mapfile is named "myinfinity" just to avoid conflicts with other infinities.
Oh, and the screenshot could be from a more awesome view, but I chose this screenshot to avoid spoilers.
Enjoy. :)
Attachments
myinfinity.png
Screenshot of the blue base. I assure you, I like the center much more, download the map to see it for yourself!
myinfinity.png (84.51 KiB) Viewed 14305 times
infinity.zip
main mapfile, v1
(2.46 MiB) Downloaded 404 times
restcoser
 
Posts: 65
Joined: 03 Jul 2012, 11:25

Re: MAP: Infinity

Postby unixfreak » 24 Oct 2013, 19:28

restcoser {l Wrote}:My version of infinity.


Wow that's pretty. The particles in the center add an awesome touch to the environment, also the capture bases look brilliant with the shield/dome over them.

Reminds me of a setting from a film, can't quite put my finger on the name though ;)
User avatar
unixfreak
 
Posts: 82
Joined: 02 Feb 2012, 11:54
Location: Bristol, England

Re: MAP: Infinity

Postby TheLastProject » 24 Oct 2013, 21:57

restcoser {l Wrote}:My version of infinity.

I must say, that looks pretty amazing. I only have one real complaint, and that is the complete overuse of clip material. A lot of places where you should logically be able to go are impossible to go to due to clipping. Honestly, I don't consider clipping to "protect" areas good design. Standing on top of the places with the team icon or the lion's head should just be possible. If you want to minimize this happening, don't clip it off, but decrease the pusher strength and put the rocket lower. That part isn't even the worst clipping. The "circle" around the "entrances" should not be clipped. It makes absolutely no sense to clip that, as there isn't any real advantage you can gain from putting yourself into a place where you can't flee from an enemy.

Besides that, I do quite like it, although I'm not sure if the flag "rings" make any sense, as the SVN already puts something on that location. To me, it simply looks and feels wrong, and I would get rid of it (and push the flag points a tad bit further down the ground).

To summarize, I find this a great entry, which unfortunately suffers a LOT from bad clipping.

P.S.: Just a small thing, but it would be nice if you'd fall down the bottomless pit, instead of just lying on the ground there.
Hats, Afros, wings and raptor feet. This game is showing progress indeed.
TheLastProject
 
Posts: 432
Joined: 06 Nov 2011, 17:04

Re: MAP: Infinity

Postby restcoser » 24 Oct 2013, 23:14

Hmm, these clippings were done last-minute to preserve the original gameplay. Ill release now a changed layout, in which I will scale the map by 1/2 and unclip my geometry.
Edit: scrap the 1/2 size, it just feels cramped when done...
restcoser
 
Posts: 65
Joined: 03 Jul 2012, 11:25

Re: MAP: Infinity

Postby Sniper-Goth » 24 Oct 2013, 23:47

restcoser {l Wrote}: Ill release now a changed layout, in which I will scale the map by 1/2 and unclip my geometry.


Oh, restcoser, scaling things down like a mad man, as always.
Red Eclipse in game name: Sniper-Goth/Sniper-quake3. Maps in the making: DOTA style map, ringed, train, ladder race,.
User avatar
Sniper-Goth
 
Posts: 221
Joined: 27 Aug 2012, 20:10

Who is online

Users browsing this forum: No registered users and 1 guest