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Maps & Textures
2008-04-08, 19:07
Member
101 posts

Registered:
Oct 2007
hi

vegetous has a dl link further down the page to rampage-tid you can download it without having to rename it, cheers vegetous

hiro wrote this......Just a FYI theres already a rampage.bsp (a fairly popular 2v2 ctf map). Its on most of the ktx servers in the United States and I believe a few in Europe.

i didnt know about the other map rampage , if you wanna dl my map rampage, can you rename it to rampage-tid , k and the lit to, thanks, this should sort the problem out, thanks

rampage-tid is now on these servers, thank you DRD for asking tuna the dybbuk admin to add the map for me .....

Dybbuk Gehenna #1|50ms|89.149.194.72:27600
Dybbuk Gehenna #2|32ms|89.149.194.72:27700
Dybbuk Gehenna #3|32ms|89.149.194.72:27800

(i have made a new ffa map called rampage).... well after abit more play testing it seems this isnt a ffa map after all, sorry, it seems best as a 1v1 map and possiblly a 2v2 map....... delete the thought of this map being a ffa map from your minds k ..... you can download the bsp and lit file from this link.... http://rapidshare.com/files/105920563/rampage_map_and_lit.zip.html

when you are on the rapidshare site, click on free, then enter a 4 digit code they give you

to get the colored lights working, you need to add the lit file in the same folder as the bsp file, say...quake/id1/maps... or quake/qw/maps, buffy has told me after i wrote this on here, the lit files can also go in qw/lits, cheers to the buffster
to load the lit file while in quakeworld.... type, gl_loadlitfiles 1, then reconnect to the server

this map has transparent water, but in this actual map its all transprent slime
in fuhquake to enable transprent water type... r_wateralpha then a vaule of say 0.2 my personal fav
in ezquake type... gl_turbalpha 0.2

here are the screenshots....

http://www.imagepile.net/index.php?page=view&id=776881337&name=rampage 1.jpg
http://www.imagepile.net/index.php?page=view&id=0c07f1338&name=rampage 2.jpg
http://www.imagepile.net/index.php?page=view&id=0ac1c1311&name=rampage 3.jpg
http://www.imagepile.net/index.php?page=view&id=c1b041338&name=rampage 4.jpg
http://www.imagepile.net/index.php?page=view&id=10fe11310&name=rampage 5.jpg
http://www.imagepile.net/index.php?page=view&id=531df1334&name=rampage 6.jpg
http://www.imagepile.net/index.php?page=view&id=2e79d1356&name=rampage 7.jpg
http://www.imagepile.net/index.php?page=view&id=6b9d31323&name=rampage 8.jpg
http://www.imagepile.net/index.php?page=view&id=6dfe81348&name=rampage 9.jpg
http://www.imagepile.net/index.php?page=view&id=4f7da1311&name=rampage 10.jpg

these are the screenshots buffy took.....

http://www.imagepile.net/index.php?page=view&id=694c91424&name=buffy 1.jpg
http://www.imagepile.net/index.php?page=view&id=c9dfb1449&name=buffy 2.jpg
http://www.imagepile.net/index.php?page=view&id=777381410&name=buffy 3.jpg


my gamma setting is... -gamma 0.5
people with ezquake versions 1.9 and above can use the command r_bloom 1, it makes the lights shimmer looks pretty kewl, if you love ya eyecandy

thanks buffy for play testing and item placements, also thanks to zedii for the great hellipad idea

i think thats all...

cheers

pete aka tiddles
i feel like a bunny wabbit frozen in the head lights of life ...Soundcloud Page - Hardcore Jungle - https://soundcloud.com/peterbisseker
2008-04-08, 19:49
Administrator
2059 posts

Registered:
Jan 2006
I like your style, the maps are real quality work when it comes to textures and so on. I just took a quick run through the map, haven't tested it in a proper FFA yet.
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2008-04-08, 20:09
Member
101 posts

Registered:
Oct 2007
thanks m8
i feel like a bunny wabbit frozen in the head lights of life ...Soundcloud Page - Hardcore Jungle - https://soundcloud.com/peterbisseker
2008-04-08, 20:37
Member
370 posts

Registered:
Mar 2008
Wow great map dude, perfect for 1on1 =). Do you have any other maps made or a website?
2008-04-08, 20:48
Moderator
1329 posts

Registered:
Apr 2006
tiddles the mapper wrote:
i have made a new ffa map called rampage

Darin wrote:
Wow great map dude, perfect for 1on1 =)

It really feels more like 1on1 or perhaps 2on2 rather than FFA. Also what I don't like is that one roof is too low and you'll end up beating your head to it when trying to jump. Otherwise pretty acceptable I guess.

The lit is totally horrible, pastel colors work with Unreal Tournament but not with QW, luckily it's optional
Servers: Troopers
2008-04-08, 21:52
Member
303 posts

Registered:
Jun 2007
When i saw the first sshot i thought "looks like unreal tournament". While running around the map i've noticed you have borrowed some textures from it, am i right? Level designs is pretty UTish too. Not that is bad, UT is ok, but inspiration is too obvious - map feels like it was made for another game. Good thing is that brushwork and texturing totally kicks ass!
2008-04-08, 22:34
Member
715 posts

Registered:
May 2006
24bit textures, bumpmaps, gloss, etc. As usual my request!
---Where can you see lions? Only in kenya! Come to kenya we've got lions.
2008-04-09, 06:53
Member
101 posts

Registered:
Oct 2007
Herb wrote:
When i saw the first sshot i thought "looks like unreal tournament". While running around the map i've noticed you have borrowed some textures from it, am i right? Level designs is pretty UTish too. Not that is bad, UT is ok, but inspiration is too obvious - map feels like it was made for another game. Good thing is that brushwork and texturing totally kicks ass!

hi, i havent taken inspiration from unreal tournament atall, i never play it and i havent got the game, i take my inspiration from doom 3 and quake 4 single player maps, they are quake art imo, some of the textures i've used are quake 1 and some are quake 2 that were imported over to be used for quake 1 by who, i dont know, i have been making quake 1 maps for 11 years, i always try my best, when i started to make rampage, it was intended as 1v1 and 2v2, but since i've had feedback while making it, people said it would be fun in ffa

cheers

pete aka tiddles
i feel like a bunny wabbit frozen in the head lights of life ...Soundcloud Page - Hardcore Jungle - https://soundcloud.com/peterbisseker
2008-04-10, 05:51
Member
101 posts

Registered:
Oct 2007
Darin wrote:
Wow great map dude, perfect for 1on1 =). Do you have any other maps made or a website?

hi

i have a few maps in this maps and textures forum you can download if you want...

internal-decay, bsp and lit (1v1 2v2)

blood-thirst, bsp and lit (1v1 2v2 ffa)

buffy, bsp and lit (1v1 2v2 ffa)

here are the links....

for buffy...... http://www.quakeworld.nu/forum/viewtopic.php?id=2685

for internal-decay... http://www.quakeworld.nu/forum/viewtopic.php?id=2455

for blood-thirst... http://www.quakeworld.nu/forum/viewtopic.php?id=2427

thanks for the interest m8

pete aka tiddles
i feel like a bunny wabbit frozen in the head lights of life ...Soundcloud Page - Hardcore Jungle - https://soundcloud.com/peterbisseker
2008-04-10, 13:27
Member
9 posts

Registered:
Nov 2006
Just a FYI theres already a rampage.bsp (a fairly popular 2v2 ctf map). Its on most of the ktx servers in the United States and I believe a few in Europe.
2008-04-10, 16:20
Member
401 posts

Registered:
Mar 2006
This is a nice map.
2008-04-12, 18:43
Member
805 posts

Registered:
Mar 2006
https://tinyurl.com/qwbrasil - QuakeFiles
2008-04-12, 19:48
Member
101 posts

Registered:
Oct 2007
thanks vegetous

i was meaning to upload it again, cheers
i feel like a bunny wabbit frozen in the head lights of life ...Soundcloud Page - Hardcore Jungle - https://soundcloud.com/peterbisseker
2008-04-14, 20:02
Member
793 posts

Registered:
Feb 2006
another map by tiddles that i liked instantly. after a quick round on on xs4all i like especially: small to medium size,´just "comfortable". item placement is excellent and seems balanced enough. helipad area with ra works very well, complete with upper level to hang out and camp at.

the only 'contra' for me is the baaad fps i get on the map. i'm on a laptop and my maxfps is 323 becuase that's the least i can get on (almost) any map. i dropped to as low as 90 when playing on rampage. this was especially surprising considering the small size of the map.

i had this problem to an extent on the other recently released maps by tiddles but never as bad as on rampage.
i'd give it a 5/5 for the design but i really wished the performance issue could be helped.
2008-04-15, 13:54
Member
1102 posts

Registered:
Jan 2006
If tiddles wants I would love to try some performance tuning. If you are interested just send me the map file (.map or if you used quark the .qkm), I will NOT release anything, just play around and report in. Might be fun.

Some ideas would be
-detaching the ceiling lights from the ceiling (maybe reduce their number too, the light is not coming from them anyways).
-replacing some details with textures (blue lights on the wall's bottom)
-removing (or replacing with lower detailed stuff) the grates(!)
-make the pipe less detailed or even square, could look nice too
-make those "windows" way less detailed (that way they could be more easy used to toss grenades through, maybe make them func_wall
2008-04-15, 19:50
Member
303 posts

Registered:
Jun 2007
Yeah, that would be good thing to do. Map have too many objects that are unnecessary like boxes under the platform, or these near helipad. Walls are complex while simply straight wall with proper textures will do the job also. You can replace grates with something like brigde to normal dif in start.bsp, toxic glow will still fit. Ceiling can be flat. Most rails are unnecessary. Holes in the floor can be just holes, no need to accent them with these frames. I agree, pipes can be square and it will still looks good (a bit more like ventilation system, but still ok). Small lights as a texture is a good idea. The piece of metal with broken light can be replaced with flat square. I like the windows, and i don't have idea how to simplify them without making them boring

tiddles, you should consider making 24-bit textures for your maps, they will really benefit from it. I think with nice hi res textures this map would look better than most Q3 maps out there.

And i still think it looks like UT map, even if you never touched anything that was near UT
2008-04-15, 21:30
Member
271 posts

Registered:
Feb 2006
Herb wrote:
And i still think it looks like UT map, even if you never touched anything that was near UT

It reminds me of UT due to all the blue lighting.
If it were yellow lighting, it would remind me of Q2.
moo
2008-04-15, 23:25
Member
284 posts

Registered:
Oct 2006
Spirit wrote:
If tiddles wants I would love to try some performance tuning. If you are interested just send me the map file (.map or if you used quark the .qkm), I will NOT release anything, just play around and report in. Might be fun.

Some ideas would be
-detaching the ceiling lights from the ceiling (maybe reduce their number too, the light is not coming from them anyways).
-replacing some details with textures (blue lights on the wall's bottom)
-removing (or replacing with lower detailed stuff) the grates(!)
-make the pipe less detailed or even square, could look nice too
-make those "windows" way less detailed (that way they could be more easy used to toss grenades through, maybe make them func_wall

That's already taking out a lot of nice detail which I'm liking in the screenshots. Where is the problem exactly? QuakeWorld clients' inefficiency with certain types of elements + more detail?

I'm really surprised just by judging what kind of FPS I could get in games like F.E.A.R, Crysis, Quake 4 and then the kind of performance hits that seem to come with qw. Ofc my aim for steady and high fps is quite a bit higher in qw than the aforementioned SP games I've played, but still, those games are so much more detailed with big maps and lots of enemies, projectiles etc that it just doesn't add up.

If there are ways to tweak the maps without losing the nice details that make the maps feel more lifelike / actual settings, then I'm all for that. But butchering the map because the problem is somewhere else just seems like a waste of Tiddles (and others') vision.
2008-04-16, 05:14
Member
101 posts

Registered:
Oct 2007
i personally agree with every thing niomic wrote!!!!!!
i feel like a bunny wabbit frozen in the head lights of life ...Soundcloud Page - Hardcore Jungle - https://soundcloud.com/peterbisseker
2008-04-16, 06:58
Member
1102 posts

Registered:
Jan 2006
niomic wrote:
QuakeWorld clients' inefficiency with certain types of elements + more detail?

The Quake engine does not like many details. Remember that it is 12 years old. :\
2008-04-16, 07:40
Member
101 posts

Registered:
Oct 2007
i dunno what spec most players pcs are, i have never had a problem that effects gameplay in any of my hi-detailed maps, in rampage-tid buffy and drd have played it like no shit 40 duels and they havent mentioned any fps drops any problems atall, maybe the players with problems need to upgrade. its 2008 not 1996

a rough idea as to my pc spec.... http://www.quakeworld.nu/profiles/1507/
i feel like a bunny wabbit frozen in the head lights of life ...Soundcloud Page - Hardcore Jungle - https://soundcloud.com/peterbisseker
2008-04-16, 11:56
Member
303 posts

Registered:
Jun 2007
It's just the outdated core engine of first quake. No matter how many improvements ezQ team will do, overall performace won't get much better - to get more smoothness on map like this actual engine code should be completly re-writed and optimized for more details (polycount). Every engine has it's limitations - quake engines doing poor in large open areas, and with too many polycount.

Tiddles, you are right, it's 2008, but many QW players play on weak machines. I for example decided to not update my system specs anymore because it's waste of money imo - i don't play much, when i play i play QW and it runs good (well, in most cases), but most of the time i use my pc to study or to surf the web etc.. Sometimes i watch movies on it or do some stuff in GIMP. As you can see upgrading my pc is pointless because it already do its job right. If i will ever want to play new games with great graphics i would just buy console, and don't worry about upgrades for next few years.

If you don't want to remove details from your map i think everyone will understand it, but keep in mind your work will never get so popular as if it would be more playable on older systems.
2008-04-16, 17:05
Member
793 posts

Registered:
Feb 2006
well, removing detail shouldn't be the way to go imo. the level of detail in tiddles' series of maps is what makes them so great. the crates on the helipad on rampage that someone mentioned for example, they provide cover and you can hide behind them waiting for ra to spawn.
of course fps are lower in a ffa than in a duel with only 2 players jumping around/ firing. but ramoage is designed for ffa as well as 1on1/2on2, isn't it?
i'm just surprised, really, because as i mentioned i don't get these fps hits on e.g. blood-thirst or buffy or head-shot.
anyway, i wouldn't whine about this if i didn't enjoy playing on tiddles' maps so much. i certainly don't want the maps' design to be watered down.
  23 posts on 1 page  1