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greekdish
2003-04-17, 21:44
Hey all....decided after on and off, and now back on mapping, to release a beta of my map, Oilrig. First release for me, so be gentle. :D Any suggestions or errors can be posted here.

Here is the link....just unzip the pk3 into your main folder.

Oilrig Beta Map Download (http://216.120.238.3/orange/oilrig.zip)

Thanks :)

ok, and here are some screens...not final screens, but from previously to give you an idea.....

http://greekdish.freeyellow.com/oilrig1.jpg
http://greekdish.freeyellow.com/oilrig2.jpg
http://greekdish.freeyellow.com/oilrig3.jpg
http://greekdish.freeyellow.com/oilrig4.jpg

layt0ncy
2003-04-17, 21:55
A working download link...:D

Detoeni
2003-04-17, 22:17
screenshots would be nice as well :)

greekdish
2003-04-17, 22:38
better Det??? :)

diaper-eater
2003-04-18, 02:32
you terd fix the link i wanna test it out!

greekdish
2003-04-18, 04:22
Diaper...the link works.....what are you talking about?? Do you have popups disabled or something?? :eek:

diaper-eater
2003-04-18, 08:29
it kept saying page couldnt be displayed

DiaZ
2003-04-18, 08:45
That means server is full ;) By the way, seeing the screens, I'd give the green lights on #3 less saturation. Slight hues always work better, too much color makes things look like a cartoon.

DiaZ
2003-04-18, 08:46
Well to me it says "page can not be FOUND". Seems like file is not there.

Midnight_Oil
2003-04-18, 13:30
Nope, after several trys link no work : (

greekdish
2003-04-18, 15:40
I dont know what to tell you guys...I tried it on both Explorer for both Mac and PC, and AOL's browser, and they all download. Here is the link for the actual pk3 file at another server. Right mouse click and Save Target As.... This should work. :(

http://greekdish.freeyellow.com/mp_oilrig_beta.pk3

http://undergroundgarage.net/mp_oilrig_beta.pk3

layt0ncy
2003-04-18, 16:03
It works! It works! :p

Detoeni
2003-04-18, 22:16
mmmm...one or two little problems, er maybe more, um your map killed my computer:(, Only just got it to run in 16bit.
This not a big problem, just need to have a look at the shaders used.
Ill post more latter;)

greekdish
2003-04-18, 22:32
wow, i hope not everyone is having problems like that. Keep me informed, thanks.

DiaZ
2003-04-18, 22:40
It worked fine for me. The map architecture is quite nice, however, the map is way too dark - and dark maps are cool, but we are talking about pitch black here. And in case you wanted to make it this way, you should then change the sky. It is too bright for a dark map. If map's got night lighting, it should have a night sky ;)

greekdish
2003-04-18, 22:55
Good point about the sky....been so worried about the rest of the map.....i like dark shadows and contrasting light sources....as close to real as possible in other words. I took out the ambient light in the sky because we all know in real life, in the middle of the ocean at night time with no moon would be pitch black. Which is probably why the top of the map by tower isnt lit at all because I havent added any lights yet really. I dont know how to exactly light it yet, but it will be hopefully. =)

Thanks for the crit. :D

Detoeni
2003-04-19, 00:35
Just a quick post before I sleep.

Can you have a look at the water brushes in your map, there may be two brushes in the same space.
It looks like the water is been drawn twise(two texture layers).
Iv tried your water texture in a test map and theres only one layer been drawen by the shader.

Now ssssllllllleeeeeepppppppp:)

diaper-eater
2003-04-19, 02:32
found a problem

on the top of the rig, at the elevator, theres those 2 posts stickin up from the one side, and you need to cap those

the ladder up to the top also isnt touching the top of the oilrig, just seems to be stickin straight up without balance, now im sure its no big deal, but some ppl, like i did, look down the ladder and say wtf!?

the ocean floor only seems to be textured for half of it, just go under water and look

down in the way bottom area, after you blow the shaft entrance, theres a chalk board thingy down there thatn seems to ahve been cloned onto itself, it twitches

greekdish
2003-04-19, 05:16
Ive seen the water being drawn twice and I have no idea what it is. There isnt 2 brushes...but if you look sort of water level, you see almost as if the brush is double sided...i disabled the cull feature...so maybe this is causing it?? REason being I dont want someone underwater looking up and seeing clear sky.

The ladder going to top of rig, well, I dont really want that in the end product. I dont know how else to do it right now....I guess I will make some more entrances to get up there for playability sakes.

Any comments from anyone on the 6-million dollar man catapult??? Anyone esle notice the whale sounds out in deep water??

DiaZ
2003-04-19, 06:50
I did notice the whale sounds and they were in fact a very nice touch :)

Detoeni
2003-04-19, 12:38
Dc 334/2127 shaders/surfs 465 leafs 32292 verts 34573/54441 tris 1.82 mtex 0.00 = 7 fps in 16bit

The above is the r_speeds I get at the allied spawn, very near all this is the water, which as we know is been drawn twice. With sorting out the water you will get at least 50 to 60% reduction in game speed, knock 18000 or so off the verts.
Another problem with the water is the tessellation (tessSize) is to small, the water is been cut up in to small sections 128 x 128 units, to make the waves. Making this bigger will again reduce the r_speeds.
Here’s the changed shader:

textures/oilrig_water/North_Sea
{
qer_editorimage textures/liquids/ocean_m1b.jpg
qer_trans .5
q3map_globaltexture
surfaceparm trans
surfaceparm nonsolid
surfaceparm water
qer_nocarve
tesssize 512 //I changed this from 128
// waterfogvars ( .13 .13 .14 ) 6000 // put '0' here eventually to designate "no fog dist change, just color"
waterfogvars ( 0.2 0.2 0.2 ) 300

cull disable
deformVertexes wave 160 sin 0 10 0 .3 // the chop

{
map $lightmap
blendFunc GL_dst_color GL_zero
rgbgen identity
}

{
map textures/liquids/ocean_m1.jpg
rgbgen identity
tcmod scale .4 .2
tcmod scroll .00 -.01
}
}


Lighting. I seam to be saying this a lot of late, but try using the key “fade” in your light_entities, value “1.0” default “0.1” big “0.9” small".
This will give the light a more natural fall off. It is also better to use many small lights than a few big ones.
Light entities no long added to the bsp so it don’t matter how many you use.

Your sky is lighting from above (12 noon) so no lights getting to the lower levels of the platform. One thing a lot of mappers miss is when you don’t have strong sun light, you don’t have strong shadows, natural lighting becomes more defused (comes from all directions). Q3map2 allows you to have more than one light source in your sky shader (I would try adding 3 more suns to your sky, give two much lower values than the first and have them 120 degrees apart and at the right angle to get some light on the sides of your rig), this with large amounts of –bounce when compiling will help get this type of effect.

This is from the sky shader from my current project as example:
q3map_lightsubdivide 256
q3map_surfacelight 40
q3map_sun 1 1 1 99 65 32
q3map_sun 1 1 1 10 185 32
q3map_sun 1 1 1 20 305 32


Skyline, mmm don’t like looking at a box, have you thought about a fog-hull? It will make for a much more convincing edge to the map.
foghull tutorials:
http://shaderlab.com/q3map2/manual/foghull_guide.htm
http://www.quake3world.com/ubb/Archives/Archive-000004/HTML/20020918-6-022942.html

The tunnels under the sea are very bland, I don’t like the “all-round” construction. Nice touch with the smashed gate bits though.

Whale song! I mist that, but I found the plane.

PolygonValley
2003-05-08, 22:04
It's looks interesting.

Camaro
2003-05-10, 17:51
I liked it. I have 3 sugestions really. The first is technical, you said this would most likely be at night and that lighting would be difficult right? Well all oilrigs are suposed to have whats called a "Monkey board" which is that arm that extends off to the side and burns off natural gases which the drilling process releases high pressure pockets of gas the earth has sealed for millenia. That thing is suposed to be visable for mile and miles at night, so maybee if you added that it would light the top part of the map and some of the ocean below? Just a simple flame would do, Im gona dig out "green team" book and re read the part abut oilrigs, just to make sure that it is the "monkeyboard" and not something else, just an idea.

Also I thought the lighting was a little wierd, my moniter is habitualy dark and I couldnt always tell if a wall was a wall or had a hidden doorway, and it seemed that some wall lights would help out a bit, and it would look realistic I think. If you were looking for touch up things to add more detail, maybee the yellow and black safety bands at the edge of walkways and around doorways and elevators machinery ect. would make it feel a little more industrial. Remember theyre always writing "safety first" and putting yellow on every thing. They also make the rookies on the job pant every railing yellow, I duno if you can do that with brushes without adding to many lines for the machine to draw, it would be cool if there were a yellow railing shader available. Some of the lights felt wierd because they reminded me of street lamps, maybee suspened lights wich lined the walkways instead? I liked the florscent light bulbs in the bunk room, havent seen those before.

And I dont know how your suposed to do it, but Dets idea sounds good to make the map look less like a skybox. Although its realisitc in a sense that out in the middle of nowhere youd only see ocean and sky, maybee if it had a clip so that the player could only walk so far, but it looked like the box went on for miles? Kindof like the way the ocean looks in mp_beach, im trying the same thing with the ocean on my map.

Overall I like it, ive got a few pics laying around from when I was considering making counter strike maps, I dont like their oilrig map at all. When they make the things they are suposed to be modular, all boxes wich are easily shipped and then lifted and bolted into place, their map seemed like it was a convieniently built floating island with no limitations like gravity or cargo space lol. Tack188@aol.com if you want me to send you the 4 oilrig pics I got, they show the monkeyboard in them if your interested.

Overall I like it.