durdm1 - Gotham
(build 6) |
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Created by dur. |
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This document was updated on 2/17/2000. Updates
to this document are available here. |
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Big Grizz
Conan
dur |
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Joker
kavorka
malloc |
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Tools/Resources
- Q3Radiant - id's 3d editor
- Rungy's Metropolis - used
several textures from the tutorials there
- SkyPaint - used to make the sky
(modified the default sample textures)
Build History
- Fixed the hole behind the side alley
- Fixed all the fences to align properly with the poles and added poles where
there were none.
- Fixed poolside2 texture on fence poles, changed to concrete
- Moved clip brush behind fences
- Fixed streetlamp texture (still too dark though...used pewter...want a shiny
metal)
- Fixed center grate to be flush with the street
- Fixed the billboard lights to be centered.
- Added floor lights to the side alley ledges and to the bases.
- Updated the streetlight lamps.
- Added some health in the bases, on the top level.
- Fixed a piece of missing street in the mega-health alley.
- Changed map name to 'Gotham' and added the build number. Full name = Gotham
(build 6).
- Changed all streetlamps to a yellower, brighter glow. Made custom shader
for the beam and lamps.
- Removed 'fake' light entities from sewer, put in way more torches.
- Made new sky texture and use environment box now. It's now full daytime
with a yellow sun. Not as morose as the Q3 sky shaders.
- Changed all custom folders to map name (textures/durdm1, env/durdm1, durdm1.shader)
- Created brighter flame shader, doubled the surfacelight to 15000.
- Chopped up the floor lights so that each one emanates its own light. Got
rid of the clumpy lighting.
- Changed the sky shader to use a surfacelight map to avoid any blue light
suffusing the map. Surfacelight map is white/yellow, like the sun color value.
- Created a new jump pad, next to the box on the ends of the street. Places
a player on top, but air-movement can direct the jump to the side building.
- Got rid of the gap on the side of the buildings at the ends of the main
street.
- Got rid of the last few q3radiant-only textures that I didn't want (liquids/pool3d_6e
base_floor/pool_side2, and base_floor/pool_side3). Replaced them with concrete.
- Added spotlight models to the center sewer room to illuminate it better.
Still using light entities, but at least there's an obvious source.
- Added patches to sewer holes to make them round.
- Added info_camp to draw camping bots to the roofs on the ends of the streets.
- Change target_position to info_notnull for spotlight targets in sewer room.
- Change info_player_start to info_player_deathmatch.
- Add an info_intermission entity.
- Moved suspended Railgun to top of block at end of street (added another
on the opposite block)
- Moved Haste to be intercepted when jumping to central roofs (better for
flow, bots can get to it now).
- Added Regeneration opposite Haste (other side)
- Moved MegaHealth to center where Railgun used to be.
- Added some armor shards, health and rocket/cells/grenades/slugs ammo to
rooftops.
- Added initial bot support
- Compiled with correct lighting.
- Added rocket launcher to opposite base (was missing).
- Changed quad to haste
- Added med kits on hellfog ramps
- Moved PG and RG to rooftop areas and replaced with ammo
- Added armor shard in hellfog room
- Added ammo in sewer rooms
- Moved 2 spawn points to bases (1 in each base)
- Added 2 spawn points to sewer
- Added personal teleportor to sewer
- Expanded center manhole, added a grate around it
- Changed texture in hall to base (from front) to concrete
- Added more rocket ammo to front street
- Moved front street RL to side street
- Removed more poolside2 textures from roofs
- Fixed another fence (too far from building)
- Added running lights to one base (have to see how it looks lit)
- Added 2 billboards
Play-tested by dur, malloc, and Joker.
- Added 3 manholes, 1 in center under RG, 1 by the Quad and 1 by the Megahealth
- Fixed a short jump from Quad/Megahealth areas to rooftops
- Added a jump-pad in front of the building at the end of the main street
- Fixed 4 holes between buildings
- Fixed spaces behind fences
- Fixed 2 floating jumppads (off of ground)
- Moved j-pad on first floor of base closer to the one on second floor (faster)
- Fixed missing textures on steps/walls (poolside2)
- Expanded buildings in side areas (to avoid hole)
- Added more health
- Added more armor shards
- Better lighting in sewer
- Added pipes in sewer for atmosphere
- Added street lights to main street
- Added a bounce pad from the base top floor to roof
- Added lighting to the water in center sewer
- Junked the jump-pad and added a teleporter to opposite side
- Moved the GL and PG
Initial Alpha release of the map
Future work
- Found some Z-fighting at tops of two buildings (spectator)
- Playtest bots more. If info_camp doesn't work, try item_botroam. Optimize
.AAS file (tried this, but Quake crashed when loading it).
- Add more clip brushes, on top of and between buildings to fill in the spaces
so that the bot compilation is simpler (that's a lot of clip-brushes).
- Make a CTF version.
- Line up textures better, use more varied building textures, all time-consuming
stuff that doesn't affect basic gameplay.
- Different textures for the ramps, jump pads instead of the space textures,
think of a city-based theme.
- Make more stuff on roofs, detail, antennae, AC covers, chimneys
- Hall to bases, block on roof should blend in better.
- Maybe leave a manhole cover lying around
- Break stuff off of buildings, make cracks in pavement and sidewalks. Rubble.