Work in progress - Public BETA (Edit: 13th June, 2025)
Started by Tig
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Tig Rep. 2522
#1   27 days ago
Edit: 13th June, 2025
A public beta is available here - lvlworld.com/lvl/tig_beta.zip
Honest feedback more than welcome!

Original post (7th June):
A few screenshots from a map I have been working on for a while now. Still has a long way to go.
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Member submitted image

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KommissarReb (SW12) Rep. 2540
#2   27 days ago
Woah! That is awesome, Tig! It's incredible how good-looking you can make a map even just with the default textures, though I clearly see some custom ones (and models like those trees). Your mapping skills have certainly come a long way since the early 2000's. The architecture reminds me of some Doom 2 mods I've played in ZDaemon (I think one of them was Scythe) a long time ago.

Seeing this might inspire me to return to working on my mapping projects I've been procrastinating on...

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raspatan Rep. 5029
#3   25 days ago
Looking amazing! That bouncer animation is interesting. Never seen it before. Will you have a public beta testing before release?
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Tig Rep. 2522
#4   25 days ago
@KommissarReb (SW12) : That would be amazing if these few screenshots got you back into mapping. The objective of the map was to use as many default assets as possible. There are a few models (like the tree) and a few custom textures (about 3 I think). Everything is managed by custom shaders using the base game textures.

@raspatan : I think I spent a week on that bounce pad. Was re-made about 4 times before I was happy with it. All base game textures with custom shaders and careful brush work. Yes, I would like to do a public beta test due to the amount of time spent on the map.

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leilei Rep. 443
#5   25 days ago
I know Komm was referring to GOTHIC99.WAD which had a lot of detail but was infamous because you can easily bump into the detail as if there were no clipbrushes. Most of Zdaemon way back then was either that wad, TLSD2003, Greenwar or Dwango5 (and usually just the first map of Dwango5)

For the lighting i'm not sure if overbrights are seen here.
Edited 3.57 minutes after the original posting.

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Tig Rep. 2522
#6   24 days ago
@leilei : Well spotted. r_overbrightbits are off. I have it off during development.
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Tig Rep. 2522
#7   21 days ago
@raspatan : Public beta has been released. lvlworld.com/lvl/tig_beta.zip
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Baker Rep. 1
#8   13 days ago
Great looking map, Tig! I'll have to check it out.
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v1l3 Rep. 1541
#9   13 days ago
Exciting!! Very nice, Tig!! I got excited when I saw this on the Q3W forum. My only thing that I really thought that could be worked on is the lighting. It is very dark.
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Tig Rep. 2522
#10   13 days ago
@Baker - Thanks. Hope you get a chance to check it out.

@v1l3 - Yes, the lighting is a real struggle. I want to keep the heavy shadows and dark corners, yet be bright enough to be playable. I think a lot of experimenting may be required.

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richoi Rep. 90
#11   13 days ago
just a couple of very minor nitpicks, impressions: surprised on it's size. images above led me thinking it would be larger. it's very compact with so many nice features. one wish, if possible, as i haven't seen it happen yet in matches so far; have bots go through the whirlpool teleporter(very nice) so they can be fragged coming out of the lions mouth :-)
a keeper map for me Tig and fun to play. any secrets, eggs? (hint if not) :-)
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Tig Rep. 2522
#12   12 days ago
@richoi : Amazingly, when I first prototyped the map, the bots would often jump into the teleport pit. So much so, I thought it may end up being an issue! As the details were added, sections added and edited for gameplay reasons, the bots cut back on the usage. They will still jump in from time to time, just rare.

No Easter eggs (yet). I have a fair amount of feedback from a number of people, some of which will take a long time to implement. Thanks heaps for the kind words.

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GuitarMan Rep. 569
#13   4 days ago
Hey Tig, are you building this on Linux? I remember years ago you posted here that you moved the site production to Linux and I was wondering if you're still on it. Thanks.
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Tig Rep. 2522
#14   4 days ago
@GuitarMan - Yes, my desktop is 100% on Linux. The ..::LvL server (and home network server) are FreeBSD.
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raspatan Rep. 5029
#15   54 hrs ago
Hi there, my comments. I also thought it would be larger based on the images. I prefer more open maps and I guess enlarging it is not an option. More to the point. I think you have too many weapons for the map size. I would move the MH to where the GL is, and remove the latter. Going from the RG to the MH in one move feels to good. To increase flow, where the Regen is, add a portal where the fire is next to it, which is a bit of a lost space. But I would remove the regen. Maybe put the PG there? I don't like that you get the PG and straight to the RG too.
I love the theme and the weapon spawn is very unique. Good job!
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Sprony Rep. 273
#16   44 hrs ago
@v1l3 :
Exciting!! Very nice, Tig!! I got excited when I saw this on the Q3W forum. My only thing that I really thought that could be worked on is the lighting. It is very dark.

Sorry to go off-topic a bit, but it's great to see you're still around! I'm Infernis from Quake3world.
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GuitarMan Rep. 569
#17   30 hrs ago
@Tig :
@GuitarMan - Yes, my desktop is 100% on Linux.

Great! I'm willing to give GTK Radiant a try on my Xubuntu 24.04, and maybe build one decent map someday :D
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Tig Rep. 2522
#18   24 hrs ago
Cool. There could be a few dependency issues. I have libjpeg.so.62 and libpng12.so.0 in the root directory.
My full command line to start (from a simple shell script) is:

export LD_PRELOAD="/home/tigger/GtkRadiant-1.6.4-Linux-x86_64-20131213/libjpeg.so.62 /home/tigger/GtkRadiant-1.6.4-Linux-x86_64-20131213/libpng12.so.0"
/home/tigger/GtkRadiant-1.6.4-Linux-x86_64-20131213/radiant.bin

You could also try to build you own version.

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