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 Post subject: [BETA 2] -q3chaosdm2 - Lava Tomb Redux
PostPosted: Thu Sep 28, 2006 5:40 am 
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[link=http://www.burial-grounds.com/q3chaosdm2-beta2.pk3]Here is beta 2[/link]. Please post feedback. You can play it at 72.71.206.239:27961

BTW, the download above is a .pk3 file, just download it to your baseq3 folder...do not extract it. A few people had that problem on the last beta...DOH!

Known Issues:
Sound for Platform missing (you might hear it if you have a map with the sounds in it)
Lighting not completed.
Still some clipping to do, could use some feedback on where you might be getting stuck.
No .aas file yet, there is a problem with the map in bspc.exe. No bots until I figure it out.


Changes:
TONS of changes since beta 1...mostly cosmetic or gameplay. No item changes...(yet).
Here are the noteworthy changes from beta 1:

worked on rotating barrel in RG lava room, should look nicer and easier to navigate
added lots of light entities
added a few more light textures
increased height of platform from RA
increased speed slightly more for platform from RA
decreased wait time for BFG platforms
increased wait time for ramp doors to quad
increased size of clipping around ladder in RG room
changed Quad room door to trigger_multiple instead of using a button
added a few sound files
toned down lighting from lava
converted some brushes to detail
started clipping
moved blocks to LG to be aligned properly
moved trigger_multiple for bfg room platforms
lowered trigger_push on ladder to GL to help players get out of lava
added some jaggies to RL lava room
fixed lava not working outside
changed lip for Quad ramp to 16 units
added another health to secret room


My changelog is triple that, but thought those were noteworthy.

If you have specific gameplay or item placement changes, i'm listening. Initially I really wanted this to be an honest conversion of q2dm6, however I'm losening my tone on that for the next beta. We'll see what happens. THanks for any feedback in advance :)

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 Post subject:
PostPosted: Thu Sep 28, 2006 6:28 am 
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so far the map is coming out good chaos, the only thing that needs work it outside and have it clipped so that you can't go on top of the edges, but still keep it so that people can do rj's on the outside.

Looking good!

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BG Q3 OSP TX: 64.246.50.147:27960
BG Q4 TX: 64.246.50.118:28000

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 Post subject:
PostPosted: Thu Sep 28, 2006 6:21 pm 
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OH!! I love it so far! I love the feel to it, very nice texturing imho. I've been "bunnyhopping" around and I think that the scale is pretty much spot on.

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 Post subject:
PostPosted: Fri Sep 29, 2006 1:41 am 
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Thanks T3ch, I'll definitely have that outdoor area clipped for the next beta. Dont now how I missed it.

Thanks diffuze. I thought the ikbase texture set would be perfect for this map. I did find a texture set that is essentially a conversion of the q2 textures updated for Q3...too bad I'm too lazy to retexture the entire map, cause it would look sweet :)

Yah, the scale is MUCH better from the map you checked out awhile back. Thanks for the feedback.

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 Post subject:
PostPosted: Fri Sep 29, 2006 5:54 am 
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check the zip file for screenies.
some areas had too much stuff bunched together, like 2 healths and 2 ammo boxes, then right around the corner, same thing, 2 health and 3 ammo boxes. Needs to be spread out more.
[br][file=../../e107_files/public/1159505474_17_FT8625_q3chaosdm2beta_screenies.zip]1159505474_17_FT8625_q3chaosdm2beta_screenies.zip[/file]


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 Post subject:
PostPosted: Fri Sep 29, 2006 8:58 pm 
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Thanks BLOTTO, i'll fix what I can from you list. A lot of what you mentioned though, specifically the open and shutting of the ramp/doors and the ammo / health placement are all exactly as they were from the original id map, q2dm6 ;)

However...I am working on a HO (high octane) version of this map that will address all of those issues...

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 Post subject:
PostPosted: Sat Sep 30, 2006 4:56 am 
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ok I got to thinking about it being a remake while I was sleeping. I am kinda s l o w !fub forgive me hahaha


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