Q3A Database
map toxic fabric
Devils Right Hand Rep. 0
#1   29 Jan 2019
hey i like to show my map toxic fabric is original maked for Wolfenstein - Enemy Territory as Deathmatch, im a qake3 engine mapper over 5 years and mapped 6 maps for wolf et,later i consider to port my map toxic fabric into qake3/qakelive, i ask if some1 can make a review of my map and i you like my level design https://lvlworld.com/queue, heres original tread of my map + screens of wolf et http://forum.splatte...p?showtopic=15827
KommissarReb (SW12) Rep. 1550
#2   06 Feb 2019
Just noticed your post. I'll review your map soon, though it's up to Tig to upload the new reviews.

I tried playing your map, but the game crashes and I get this error: "Z_Malloc: failed on allocation of 16777240 bytes from the main zone"

Edited 5.88 minutes after the original posting.

bozina69 Rep. 64
#3   08 Feb 2019
toxic fabric played ok on my PC. I7 8gb RAM, AT graphics card.
Devils Right Hand Rep. 0
#4   29 May 2019
hi i ask if my map can maybe again a review from some1,because itz long time where i upload my map here on lvlworld.com/queue
KommissarReb (SW12) Rep. 1550
#5   30 May 2019
Can you tell us what we need to set our hunkmegs to get the map to work? I'd review your map if I knew. (I wouldn't mind if someone reviewed my map too)
richoi Rep. 20
#6   31 May 2019
i had looked at this map when it first posted. i took another refresher look. this is 'not' an in depth review, just a quick impression.
it did work fine in my very old (12yr+) computer. but, i had to set '/com_hunkmegs 256' rather than default '64' at the console. no biggie. it's reminiscent of ut2004 Deck series of maps with an additional large outside area. lot of special effects that slow down my old machine. however, the one missing ingredient for my tastes = no bot file. i had the feeling it would be part of a nice single player map series.
KommissarReb (SW12) Rep. 1550
#7   01 Jun 2019
however, the one missing ingredient for my tastes = no bot file. i had the feeling it would be part of a nice single player map series.

The bot file wouldn't compile? If that's the case I had that happen once with my map, but I saved the files for a previous version so I could see if I could complete the map with bot support.

I've been contemplating making this single-player map for the Hunt mod that would have bot support in it. The reason I would opt for HUNT and not EntityPlus for this specific idea I have is that I want it to be cooperative.

Devils Right Hand Rep. 0
#8   03 Jun 2019
im only a mapper itz not my fault if Malloc: failed on allocation comes of my map KommissarReb, i have a new pc and my map works without error,like our pal bozina69 say the map works with his pc,and our pal richoi with his 12 yrs old pc got the error,buy a better ddr ram/etc and the Malloc: failed on allocation is gone,i dont consider early/later to add botz because itz a Team Deathmatch/Deathmatch/Tournament/Capture the Flag map player vs player and not single-player map,we even test the map of 10 vs 10 on wasp.sk server for how items spawns/weapons are good or not and most liked the items spawns and the map,i add the open terrain because that it gives not to be in a factory cage richoi,the map as you see is how i like to make map
HelterSkeleton Rep. 2289
#9   19 Jun 2019
Devils Right Hand. I can appreciate your frustration. I can see from the screenshots you put a lot of effort into building the map and it's full of custom objects. The map looks great. So I am sorry for my comments on those grounds. But at the same time you have to also understand there are a lot of casual players who use this site that download the maps to play for some fun and we don't always have the latest graphics cards, and extra ram etc. You can't reasonably expect a person to upgrade or replace their computer just for sake of playing on one or two maps when there are plenty of accessible maps out there. And it is time consuming and frustrating to go through a clean install of quake and have to continually reload the game to test the hunkmegs, picmips etc. Please don't be personally offended, I am just looking out for those players and am only seeking to spare them the grief. I don't think that is a reason to compromise your standards and obviously your map will be accessible and appealing to others. I'd encourage your friends to become members on this site and comment on the gameplay.But you must also understand that players in my situation also form part of the audience of your work on this site. Some constructive feedback was given to you in the review: "The console is your friend and commands like r_showTris, cg_thirdPerson, r_speeds will help to get you started." Considering these elements in your map design (along with reducing brushes and entities where possible) will greatly help in reducing file size and improving rendering of maps and can make future release more accessible for a wider audience... if you so choose to go down that path.
leilei Rep. 278
#10   20 Jun 2019
Generally, relying on certain source ports that increase the allocation by default will cause a blindness for vanilla compatibility during testing. LvL doesn't have a distinct way to signify maps that require a larger memory pool.

Also it's not really about having the latest hardware, it's more of a crusty old engine showing its poor scaleablity for them (given the GL 1.1 fallbacks and a lot of software processing for all the light calcs etc), and taking a few regressions (particularly compiled vertex arrays not being detected, needing r_primitives 2 to be explicitly set to regain speed). In theory, a typical Geforce2 would be fine with this map.

and of course the playerbase that "need" 333fps to gain the physics exploit advantages causing the big complacent gaming divide since 2002, where "r_vertexLight 1 r_picmip 32 is the way to play". that send all possible artistic visions to hell just for the win. Geocomp changing mapping ideals especially didn't help matters....

Edited 4.67 minutes after the original posting.

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