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Also, I've removed the skybox and shader links for now, the shader generator page was being abused and as we're moving towards a ue4 mapping base, they're redundant.

[Jumpmap] ut4_ikarus_dev

Alpha versions of your map
Drezil
Posts: 28
Joined: Thu Dec 08, 2011 3:35 pm

[Jumpmap] ut4_ikarus_dev

Postby Drezil » Thu Dec 08, 2011 3:49 pm

I have started this map with apath0 1-2 years ago. We wanted to make a good-looking map for jumping - in contrast to all that crap that was out there.

It should be "medium skill" and getting very hard at the end.

its about 50% done and i wanted to ask for some peeps to give me feedback on
a) the jump-quality
b) the skill needed
c) the visuals of the map

To accomplish that i want to meet up on Teamspeak and go through the map on my server (with noclip etc. on) so i get direct feedback and can ask specific stuff.

Some screens to wetten your appetite:
http://pwning.de/stuff/mapping/ikarus/ (early numbers are from earlier versions)
Download is about 80mb as there are still many textures/sounds in it i havent (yet) used. So you were warned!

Server-password and ip can be requested from me.

All testers shouldnt distribute the map in this early stage. Dont upload it onto your server etc.

User avatar
xandaxs
Posts: 959
Joined: Wed Aug 17, 2011 5:22 pm
Location: Oeiras, Portugal
Contact:

Re: [Jumpmap] ut4_ikarus_dev

Postby xandaxs » Thu Dec 08, 2011 4:22 pm

From the screens it doesnt look much like a jump map, at least parts of it! :)
Looks nice though :)

If possible i'd like to test it :)
[12:25] <JohnnyEnglish> morning Nounou
[12:25] <JohnnyEnglish> wotcha doing?
[12:25] <Nounou> hello
[12:26] <Nounou> nothing much, i've nothing to do at work so
[12:26] <Nounou> modeling woman
[12:26] <JohnnyEnglish> woo
[12:26] <JohnnyEnglish> real women?
[12:26] <Nounou> realistic yes, on maya

Image

Drezil
Posts: 28
Joined: Thu Dec 08, 2011 3:35 pm

Re: [Jumpmap] ut4_ikarus_dev

Postby Drezil » Thu Dec 08, 2011 4:23 pm

join my teamspeak on pwning.de (no port, no password, no other shit) and we can talk and you get the server-ip/password :D

Markinho
Posts: 109
Joined: Thu Nov 03, 2011 10:56 pm
Contact:

Re: [Jumpmap] ut4_ikarus_dev

Postby Markinho » Thu Dec 08, 2011 4:26 pm

You have some really good looking jumps in there, I'd like to test but I haven't a mic for TS
Image

Drezil
Posts: 28
Joined: Thu Dec 08, 2011 3:35 pm

Re: [Jumpmap] ut4_ikarus_dev

Postby Drezil » Thu Dec 08, 2011 4:53 pm

little statistics:
http://pastebin.com/crQeWUtZ

Code: Select all

sdressel@Behemoth#13:~/mapping/make/ikarus$ make light surface pk3 deploy
cat src/ikarus.map > build/bsp.map
/home/sdressel/netradiant/install/q3map2.x86 -game quake3 -threads 4 -fs_game q3ut4 -fs_basepath /home/quake3 -v -skyfix -meta -flares /home/sdressel/mapping/make/ikarus/build/bsp
2.5.17n-git-11186bf
threads: 4
Q3Map         - v1.0r (c) 1999 Id Software Inc.
Q3Map (ydnar) - v2.5.17n-git-11186bf
NetRadiant    - v1.5.0n-git-11186bf Dec  4 2011 19:34:34
Your map saw the pretty lights from q3map2's BFG
--- InitPaths ---
VFS Init: /home/sdressel/.q3a/q3ut4/
VFS Init: /home/quake3/q3ut4/
VFS Init: /home/sdressel/.q3a/baseq3/
VFS Init: /home/quake3/baseq3/

--- BSP ---
GL_CLAMP sky fix/hack/workaround enabled
Creating meta surfaces from brush faces
Flare surfaces enabled
      555 shaderInfo
--- LoadMapFile ---
Loading /home/sdressel/mapping/make/ikarus/build/bsp.map
entering /home/sdressel/mapping/make/ikarus/build/bsp.map
Entity 3, Brush 11: origin brush detected
Entity 4, Brush 0: origin brush detected
Entity 5, Brush 1: origin brush detected
Entity 5, Brush 21: origin brush detected
Entity 6, Brush 18: origin brush detected
Entity 7, Brush 11: origin brush detected
Entity 8, Brush 0: origin brush detected
Entity 21, Brush 11: origin brush detected
Entity 22, Brush 0: origin brush detected
Entity 24, Brush 11: origin brush detected
Entity 25, Brush 0: origin brush detected
Entity 90, Brush 1: origin brush detected
Entity 142, Brush 0: origin brush detected
Entity 143, Brush 0: origin brush detected
Entity 144, Brush 0: origin brush detected
Entity 145, Brush 0: origin brush detected
Entity 158, Brush 0: origin brush detected
Entity 159, Brush 1: origin brush detected
Entity 160, Brush 1: origin brush detected
Entity 206, Brush 2: origin brush detected
Entity 207, Brush 2: origin brush detected
Entity 208, Brush 2: origin brush detected
Entity 209, Brush 1: origin brush detected
Entity 386, Brush 19: origin brush detected
Entity 387, Brush 19: origin brush detected
Entity 412, Brush 1: origin brush detected
Entity 783, Brush 1: origin brush detected
Entity 889, Brush 0: origin brush detected
Entity 1054, Brush 0: origin brush detected
Entity 1055, Brush 0: origin brush detected
Entity 1118, Brush 0: origin brush detected
Entity 1281, Brush 0: origin brush detected
    12778 total world brushes
    10748 detail brushes
     2598 patches
    21850 boxbevels
     6264 edgebevels
     1266 entities
    40002 planes
        0 areaportals
Size: -20192, -22936, -3584 to  4232,  7376,  4256
--- ProcessDecals ---
       62 decal projectors
--- CreateMapFogs ---
       15 fogs
############### model 0 ###############
block size = { 2048 2048 2048 }
BSP bounds: { -20192.000000 -22936.000000 -3584.000000 } { 4232.000000 7376.000000 4256.000000 }
Lightgrid bounds: { 99999.000000 99999.000000 99999.000000 } { -99999.000000 -99999.000000 -99999.000000 }
--- PatchMapDrawSurfs ---
     2198 patches
      841 patch LOD groups
--- FaceBSP ---
    14492 faces
    12681 leafs
--- MakeTreePortals ---
       91 tiny portals
        0 bad portals
--- FilterStructuralBrushesIntoTree ---
     2423 structural brushes
     9104 cluster references
--- FloodEntities ---
     2492 flooded leafs
--- FillOutside ---
     6986 solid leafs
     3203 leafs filled
     2492 inside leafs
--- CullSides ---
    11390 hidden faces culled
      560 coincident faces culled
--- ClipSidesIntoTree ---
--- FaceBSP ---
     5164 faces
     6033 leafs
--- MakeTreePortals ---
      143 tiny portals
        0 bad portals
--- FilterStructuralBrushesIntoTree ---
     2423 structural brushes
     7593 cluster references
--- NumberClusters ---
     3069 visclusters
     7739 visportals
    10615 solidfaces
--- WritePortalFile ---
writing /home/sdressel/mapping/make/ikarus/build/bsp.prt
--- FloodAreas ---
        5 areas
--- AddTriangleModels ---
--- AddEntitySurfaceModels ---
--- FilterDetailBrushesIntoTree ---
    10479 detail brushes
    16431 cluster references
----- FogDrawSurfs -----
      696 fog polygon fragments
      115 fog patch fragments
     1092 fogged drawsurfs
--- SubdivideFaceSurfaces ---
--- FixTJunctions ---
    25816 axial edge lines
    16398 non-axial edge lines
        0 degenerate edges
    20977 verts added for T-junctions
   150927 total verts
    27671 naturally ordered
     4377 rotated orders
      892 can't order
        0 broken (degenerate) surfaces removed
--- ClassifyEntitySurfaces ---
--- TidyEntitySurfaces ---
       42 empty or malformed surfaces deleted
--- MakeEntityDecals ---
0...1...2...3...4...5...6...7...8...9... (0)
      199 decal surfaces
--- MakeEntityMetaTriangles ---
0...1...2...3...4...5...6...7...8...9... (0)
    33236 total meta surfaces
    32686 stripped surfaces
      547 fanned surfaces
        0 maxarea'd surfaces
        0 patch meta surfaces
   154220 meta verts
    87734 meta triangles
--- TidyEntitySurfaces ---
    33236 empty or malformed surfaces deleted
--- SmoothMetaTriangles ---
0...1...2...3...4...5...6...7...8...9... (0)
     2675 smoothed vertexes
--- MergeMetaTriangles ---
0...1...2...3...4...5...6...7...8...9... (2)
    20129 surfaces merged
   374661 vertexes merged
--- FilterDrawsurfsIntoTree ---
    50024 references
    22941 (22941) emitted drawsurfs
    32768 stripped face surfaces
      547 fanned face surfaces
        0 maxarea'd face surfaces
        0 surface models generated
        0 skybox surfaces generated
        0 SURFACE_BAD surfaces
       82 SURFACE_FACE surfaces
     2294 SURFACE_PATCH surfaces
      418 SURFACE_TRIANGLES surfaces
        0 SURFACE_FLARE surfaces
        0 SURFACE_FOLIAGE surfaces
        0 SURFACE_FORCED_META surfaces
    20129 SURFACE_META surfaces
        0 SURFACE_FOGHULL surfaces
        0 SURFACE_DECAL surfaces
       18 SURFACE_SHADER surfaces
   361317 redundant indexes supressed, saving 1411 Kbytes
--- FixBrushSides ---
--- EndModel ---
Fog 0 has visible side 1
Fog 1 has visible side 0
Fog 2 has visible side 1
Fog 3 has visible side 0
Fog 4 has visible side 0
Fog 5 has visible side 0
Fog 6 has visible side 2
Fog 7 has visible side 0
Fog 8 has visible side 0
Fog 9 has visible side 2
Fog 10 has visible side 5
Fog 11 has visible side 5
Fog 12 has visible side 4
Fog 13 has visible side 4
Fog 14 has visible side 5
--- EmitMetaStats ---
    34109 total meta surfaces
    33641 stripped surfaces
      547 fanned surfaces
        0 maxarea'd surfaces
        0 patch meta surfaces
        0 meta verts
        0 meta triangles
      386 light entities stripped
--- ProcessAdvertisements ---
        0 in-game advertisements
--- EndBSPFile ---
    42108 BSP planes
--- WriteSurfaceExtraFile ---
Writing /home/sdressel/mapping/make/ikarus/build/bsp.srf
Writing /home/sdressel/mapping/make/ikarus/build/bsp.bsp
Wrote 16.5 MB (17253716 bytes)
       29 seconds elapsed
if [ -f build/bsp.prt ] ; then mv build/bsp.prt build/vis.prt ; fi
if [ -f build/bsp.srf ] ; then mv build/bsp.srf build/light.srf ; fi
ln -sf bsp.map build/vis.map
cp build/bsp.bsp build/vis.bsp
/home/sdressel/netradiant/install/q3map2.x86 -vis -saveprt -game quake3 -threads 4 -fs_game q3ut4 -fs_basepath /home/quake3  /home/sdressel/mapping/make/ikarus/build/vis
2.5.17n-git-11186bf
threads: 4
Q3Map         - v1.0r (c) 1999 Id Software Inc.
Q3Map (ydnar) - v2.5.17n-git-11186bf
NetRadiant    - v1.5.0n-git-11186bf Dec  4 2011 19:34:34
Your map saw the pretty lights from q3map2's BFG
VFS Init: /home/sdressel/.q3a/q3ut4/
VFS Init: /home/quake3/q3ut4/
VFS Init: /home/sdressel/.q3a/baseq3/
VFS Init: /home/quake3/baseq3/

--- Vis ---
saveprt = true
Loading /home/sdressel/mapping/make/ikarus/build/vis.bsp
Loading /home/sdressel/mapping/make/ikarus/build/vis.prt
  3069 portalclusters
  7739 numportals
 10615 numfaces
 15478 active portals
  1028 hint portals
visdatasize:1178504

--- BasePortalVis (15478) ---
0...1...2...3...4...5...6...7...8...9... (1)
      6 average number of passages per leaf
     97 MB required passage memory

--- CreatePassages (15478) ---
0...1...2...3...4...5...6...7...8...9... (2)

--- PassagePortalFlow (15478) ---
0...1...2...3...4...5...6...7...8...9... (11)
creating leaf vis...
Total clusters: 3069
Total visible clusters: 773284
Average clusters visible: 251.97 (8.210%/total)
  Standard deviation: 260.39 (8.484%/total, 103.342%/avg)
  Minimum: 5 (0.163%/total, 1.984%/avg)
  Maximum: 798 (26.002%/total, 316.709%/avg)
Writing /home/sdressel/mapping/make/ikarus/build/vis.bsp
Wrote 17.6 MB (18432236 bytes)
       15 seconds elapsed
ln -sf vis.map build/light.map
cp build/vis.bsp build/light.bsp
nice -n 20 /home/sdressel/netradiant/install/q3map2.x86 -light -game quake3 -threads 4 -fs_game q3ut4 -fs_basepath /home/quake3 -v -exposure 200 /home/sdressel/mapping/make/ikarus/build/light
2.5.17n-git-11186bf
threads: 4
Q3Map         - v1.0r (c) 1999 Id Software Inc.
Q3Map (ydnar) - v2.5.17n-git-11186bf
NetRadiant    - v1.5.0n-git-11186bf Dec  4 2011 19:34:34
Your map saw the pretty lights from q3map2's BFG
--- InitPaths ---
VFS Init: /home/sdressel/.q3a/q3ut4/
VFS Init: /home/quake3/q3ut4/
VFS Init: /home/sdressel/.q3a/baseq3/
VFS Init: /home/quake3/baseq3/

--- Light ---
--- ProcessGameSpecific ---
 lightning model: quake3
 lightmap size: 128 x 128 pixels
 lightning gamma: 1.000000
 lightning compensation: 1.000000
 lightning exposure: 1.000000
 lightgrid scale: 1.000000
 lightgrid ambient scale: 1.000000
 shader lightstyles hack: enabled
 keep lights: disabled
 patch shadows: disabled
 deluxemapping: disabled
--- ProcessCommandLine ---
Lighting exposure set to 200.000000
Map has shader script       555 shaderInfo
Loading /home/sdressel/mapping/make/ikarus/build/light.bsp
Loading /home/sdressel/mapping/make/ikarus/build/light.srf
--- LoadMapFile ---
Loading /home/sdressel/mapping/make/ikarus/build/light.map
entering /home/sdressel/mapping/make/ikarus/build/light.map
      386 light entities
--- SetupBrushes ---
    11414 opaque brushes
--- SetupDirt ---
       48 dirtmap vectors
--- SetupFloodLight ---
       64 numFloodVectors
--- SetupSurfaceLightmaps ---
    24070 surfaces
    16947 raw lightmaps
     2947 surfaces vertex lit
    21123 surfaces lightmapped
    17966 planar surfaces lightmapped
      563 non-planar surfaces lightmapped
     2576 patches lightmapped
      393 planar patches lightmapped
--- SetupTraceNodes ---
   829404 trace windings (398.65MB)
  1499789 trace triangles (125.87MB)
   408054 trace nodes (28.02MB)
   202362 leaf nodes (13.90MB)
        4 average windings per leaf node
       32 max trace depth
--- SetupGrid ---
Grid size = { 160, 160, 224 }
Storing adjusted grid size
  1046520 grid points
--- CreateLights ---
Sun: textures/ikarus_sky/hip_violent
Sun: textures/ikarus_sky/apath0_storm
Sun: textures/horizonsky/horizon
Sky: textures/horizonsky/horizon
     7767 point lights
       82 spotlights
    44426 diffuse (area) lights
      103 sun/sky lights
--- SetupEnvelopes ---
    48198 total lights
     4180 culled lights
--- TraceGrid ---
0...1...2...3...4...5...6...7...8...9... (402)
153 x 190 x 36 = 1046520 grid
 22569673 grid points envelope culled
  1995749 grid points bounds culled
--- MapRawLightmap ---
0...1...2...3...4...5...6...7...8...9... (2)
  3830843 luxels
  2547503 luxels mapped
   445348 luxels occluded
--- FloodlightRawLightmap ---
0...1...2...3...4...5...6...7...8...9... (0)
        0 custom lightmaps floodlighted
--- SetupEnvelopes ---
    48198 total lights
        0 culled lights
--- IlluminateRawLightmap ---
0...1...2...3...4...5...6...7...8...9... (4094)
  3828498 luxels illuminated
--- IlluminateVertexes ---
0...1...2...3...4...5...6...7...8...9... (576)
   264011 vertexes illuminated
 22548575 lights plane culled
 52762976 lights envelope culled
        0 lights bounds culled
838959741 lights cluster culled
--- StoreSurfaceLightmaps ---
Subsampling...collapsing...sorting...allocating...storing...projecting...done.
  3036537 luxels used
  2932736 luxels stored (103.54 percent efficiency)
     2257 solid surface lightmaps
     3730 identical surface lightmaps, using 222699 luxels
        0 vertex forced surfaces
        0 vertex approximated surfaces
      179 BSP lightmaps
      179 total lightmaps
     1724 unique lightmap/shader combinations
Writing /home/sdressel/mapping/make/ikarus/build/light.bsp
Wrote 34.0 MB (35602648 bytes)
     5168 seconds elapsed

Drezil
Posts: 28
Joined: Thu Dec 08, 2011 3:35 pm

Re: [Jumpmap] ut4_ikarus_dev

Postby Drezil » Sat Dec 10, 2011 3:42 pm

thanks for all the feedback (from the 2 testers so far..).

I improved a lot of little stuff.. and uploaded a new build. Anyone up this evening for some testing?

User avatar
xandaxs
Posts: 959
Joined: Wed Aug 17, 2011 5:22 pm
Location: Oeiras, Portugal
Contact:

Re: [Jumpmap] ut4_ikarus_dev

Postby xandaxs » Sat Dec 10, 2011 4:47 pm

meh
[12:25] <JohnnyEnglish> morning Nounou
[12:25] <JohnnyEnglish> wotcha doing?
[12:25] <Nounou> hello
[12:26] <Nounou> nothing much, i've nothing to do at work so
[12:26] <Nounou> modeling woman
[12:26] <JohnnyEnglish> woo
[12:26] <JohnnyEnglish> real women?
[12:26] <Nounou> realistic yes, on maya

Image

Drezil
Posts: 28
Joined: Thu Dec 08, 2011 3:35 pm

Re: [Jumpmap] ut4_ikarus_dev

Postby Drezil » Sat Dec 10, 2011 4:58 pm

just join the teamspeak and poke me.. then youll get the connection-data :D

User avatar
theRipper
Posts: 223
Joined: Tue Aug 30, 2011 1:57 pm
Contact:

Re: [Jumpmap] ut4_ikarus_dev

Postby theRipper » Sat Dec 10, 2011 9:50 pm

ut4_asylum textures?
Image

Drezil
Posts: 28
Joined: Thu Dec 08, 2011 3:35 pm

Re: [Jumpmap] ut4_ikarus_dev

Postby Drezil » Sat Dec 10, 2011 10:13 pm

textures are from various sources .. but asylum is one of them.


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