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der Gefangnis V3 BETA
Posted: Fri Nov 12, 2004 10:41 pm
by Splaetos
You can Download it by clicking this LINK
This is not a finished version, but it is mostly complete as far as the tdm is concerned.
I am not yet entirely comfortable with the light... I want to get rid of a few more areas that have bad brush seems due to spotlights... using 'darklights' works prett good for this by splashing light only on walls while producing very little real light, but it takes an enormous amount of playing around.
Also the map will have more sound, ambients in some of the tunnels, as well as a triggered alarm.
This version is just the tdm, but when i get around to finishing it the pk3 will have the obj/liberation version in it as well.
Below are some images, first the load screen, then a couple areas of the map.

Posted: Sun Nov 14, 2004 9:38 am
by jv_map
Looking great from the screenies

Posted: Sun Nov 14, 2004 11:55 am
by Mj
Jah, looks pretty cool

Posted: Tue Nov 16, 2004 7:27 pm
by panTera
Nice map indeed and good lighting, very moody. Especially the main/central hall with the banners looks impressive.
But it seems you've used the common/blank_lightmap texture instead of the common/caulk. Although the fps are good through out the map it will be worth fixing those textures (using the option 'Edit->Find/replace texture': Find-> common/blank_lightmap, Replace-> common/caulk). This will also save on compile time since caulk surfaces don't get lit.
few suggestions:
-About the lamps; I think it would look much better if you place coronas under the ceiling lamps so they seem to glow. In some spots there's quite a bulb of light while the lamp models/lightsources aren't that obvious.
-There are some lamp models missing; in the room closest to the explosive barrels (bottom screenshot) and in the highest room seen from the central area (behind left window in third screenshot). Also it might be an idea to scale up the one red hanging lamp model, as there's plenty of red light there.
-The textures on the tops of the (double)doorframes look like they need to be rotated 90 degrees.
Other than that the map seems very playable. Making a few little adjustments like the ones I suggested won't make a world of difference, however it will be noticable. It's all in the little things;)
Posted: Tue Nov 16, 2004 11:47 pm
by Splaetos
the map isnt done... many models are missing, along with finishing touches like wiring. I hadnt workeed on this map in months, but I wanted to show some people what I had done with it, so i slapped the spawns in added a couple things and called it a beta... problem is... i get really obssesive with the lights, and I want to get rid of all the wall-seems I can, so Im not sure how finished it will really get.
Its all caulk, have no clue what lightmap texture even looks like offhand.
I hate coronas's except in rare cases. I mean really hate... to me they dont look like the light is on, they look like someone put a fuzzy glow worm beneath the light. I used one in the display case because i think it looks more appropriate when surrounded by glass.
Maybe ill change my mind about corona's I dunno... but for now im not placing them for the most part. hmmm maybe if I could get a more transparent corona... maybe i should make a poll see who prefers corona's to no corona's... tho I expect the majority of mappers would prefer, while the majority of non mappers would be completely oblivious. Non-mapping people are oblivious to everything~ lol
thanks for the input
Posted: Tue Nov 16, 2004 11:51 pm
by Axion
Splaetos wrote:
Its all caulk, have no clue what lightmap texture even looks like offhand.
The blank lightmap texture looks exactly like caulk, which is probably why you didn't even realize that you'd selected it instead.
Posted: Tue Nov 16, 2004 11:55 pm
by Splaetos
and its in common? cause I dont remember seeing two identical caulk textures in common....
ok it is the other one... the one I cant see the label for in the browser.
how does lightmap differ from caulk in practice?
caulk should be see-through on non textured sides... but does light get through untextured caulk?
Posted: Wed Nov 17, 2004 12:27 am
by Axion
Well, the biggest difference is that blank_lightmap is drawn, and casts shadows.
Posted: Wed Nov 17, 2004 12:41 am
by panTera
the blank_lightmap texture is not caulk, I don't know what it's supposed to be doing but it IS drawn, these are the shaders;
textures/common/blank_lightmap
{
qer_editorimage textures/common/caulk.tga
{
map $whiteimage
nextbundle
map $lightmap
}
}
---
textures/common/caulk
{
qer_editorimage textures/common/caulk.tga
qer_keyword utility
surfaceparm nodraw
surfaceparm nomarks
}
Light gets through brushes with only the caulk texture, the caulkshadow texture is what is blocking light. Usually you only texture the outer faces with caulk and the light is stopped by the texture you put on the inner faces. I know you said you didn't use ambientlight, but it might be a way to get rid of some of those wall-seems/shadows. A very low ambientlight is hardly noticable (e.g. 7 7 8) but it might help the lightcompiler diffuse the light.
Posted: Wed Nov 17, 2004 2:09 am
by small_sumo
The second shot is quite aggreeable to the eye.
Well done.
Posted: Wed Nov 17, 2004 2:15 am
by Splaetos
I think caulk will be much more disorientating when someone is in spec... and I dont think its going to cause too much other trouble...
compile time is not much of an issue.
Posted: Wed Nov 17, 2004 9:26 am
by jv_map
If you make them caulk triangle rates are going to decrease dramatically

why don't you want the better framerates you can get pretty much for free?
Posted: Wed Nov 17, 2004 10:06 am
by Splaetos
hmmm... in the other map... they were slightly better and that one was caulk...
but the difference is about 90ish now and 90+ then, with my rate topping out at 100ish
Posted: Wed Nov 17, 2004 11:32 am
by jv_map
90 on your pc might be 15 on a slower pc... 90+ could be 25

Posted: Wed Nov 17, 2004 12:48 pm
by Splaetos
hehe this pc sucks, I average 20-35 on remagen, cant play the map anymore really... but then again, I never liked it much. framerates get down to 5 at times there. really no fun at all.
the map is entirely internal, lot of portaled doors, its meant for liberation, more creeping about then all out firefights.
whenever i get around to working on it more, Ill try a compile with caulk.