[Hot Place] Beta 2vs2/1vs1

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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sumatra
Posts: 325
Joined: Sat Feb 12, 2005 10:02 pm

[Hot Place] Beta 2vs2/1vs1

Post by sumatra »

Hi all,

I'm working these days on a map, thats very old, but has its revival now :D !
If you recognize Hot place betas, posted over 2 years before, you'll find it hard to discover things in common.
It's a whole new layout from scratch, with some visual bases of the old one.
The beta is fully playable, with TDM-support (location names, quad), or duel itemlayout.
I´m thinking about the connectivity, it's very rare now, very uncomplicated, bit too underconnected in my opinion.
But I want first of all here your opinion. There is not much space for 2on2 but I dunno where to expand the map for now.

[Duel] It holds: 2RL, RG, LG, PG, SG
RA, YA, MH, GA

[TDM] It holds: 2RL, LG, PG, SG
RA, YA, MH, GA

I had a few changes since last beta, but I posted it only on the challenge promode forums, so check it out and give me some suggestions/thoughts.

Image

Image

And here the Downloads location: pukka3dm1 ~ 7 MB :icon28:

Thanks in advance
sumatra


P.S. Would be also nice if some serveradmin could uipload it on a oublicserver, it's already on sweltopolis :) thx to swelt
[url=http://www.pukkadesign.com][color=#41c0eb]..::pukkadesign.com[/color][/url]
Pext
Posts: 4257
Joined: Thu Aug 28, 2003 7:00 am

Post by Pext »

whoa... i remember having tested the first beta about 1.5 years ago :>
sumatra
Posts: 325
Joined: Sat Feb 12, 2005 10:02 pm

Post by sumatra »

:icon25: :icon31: :icon25:
[url=http://www.pukkadesign.com][color=#41c0eb]..::pukkadesign.com[/color][/url]
dzjepp
Posts: 12839
Joined: Wed Mar 28, 2001 8:00 am

Post by dzjepp »

Snagged it, will play it later, prolly on that server that is running it. I simply love servers that run custom maps. :)
sumatra
Posts: 325
Joined: Sat Feb 12, 2005 10:02 pm

Post by sumatra »

@dzjepp: nice to hear, I'm interested in your thoughts.
[url=http://www.pukkadesign.com][color=#41c0eb]..::pukkadesign.com[/color][/url]
Lenard
Posts: 737
Joined: Mon Aug 04, 2003 7:00 am

Post by Lenard »

I have this beta! SO old!!!
[img]http://myspace-001.vo.llnwd.net/00555/10/05/555355001_l.gif[/img]
sumatra
Posts: 325
Joined: Sat Feb 12, 2005 10:02 pm

Post by sumatra »

Lenard wrote:I have this beta! SO old!!!
yeah, try to compare the one you have with the new one.
And then tell me the things in common, you have found! :p

sumatra
[url=http://www.pukkadesign.com][color=#41c0eb]..::pukkadesign.com[/color][/url]
Hex
Posts: 190
Joined: Fri Oct 18, 2002 7:00 am

Post by Hex »

I like this map!

problem: the plat sounds were not included in the pk3.

Out by the RA where you can fall to death, you need the nodrop brush that prevents objects from landing down there. (eg: I died down there with the RL and the RL stays there...)

Still want it up on a server? CPM, or vanilla?
sumatra
Posts: 325
Joined: Sat Feb 12, 2005 10:02 pm

Post by sumatra »

Hex wrote:I like this map!
Glad you like it !! :icon31: :icon31: :icon31:
Hex wrote:Still want it up on a server? CPM, or vanilla?
Yeah, would be great if there would be a second server with the map, cpm would be nice. Thanks in advance.
Dunno if it works with vanilla, what do you think?

The platsounds will be fixed, as also the nodrop-issue.

BTW: I've recorded a demo on the weekend, had a small LAN with some friends of mine, nothing special.
But perhaps it helps you judging the gameplayissues better!
It's a CPM-demo, and you can find it here.

Have Fun
sumatra
[url=http://www.pukkadesign.com][color=#41c0eb]..::pukkadesign.com[/color][/url]
Hex
Posts: 190
Joined: Fri Oct 18, 2002 7:00 am

Post by Hex »

nother thought - you can fall down through the grate right in front of the RA, not sure if that was intended or not..


I put pukka3dm1 up at q3.mhgaming.com:27961 CPMA

Default is FFA, tdm should be votable... only this map, no rotation ATM.

Cheers!
pjw
Posts: 860
Joined: Sun May 07, 2000 7:00 am

Post by pjw »

Yeah, definitely clip/shrink the hole in front of the RA. I was kind of disappointed at the clippage in that area as well--how about leaving the rock and the ledge on the sides of the RA unclipped? Inviso-walls make Baby Jesus cry. (I would, however, clip off the beams underneath. It sucks to fall down there and be sitting on one of them with no way of getting back up...

I really like the lighting on this map; you've managed to do a really nice job of getting that tricky shadowy-but-not-too-dark thing going on!

I didn't check triscount/framerate, but would it be possible to get some detailing on some of the big flat walls? Also there seems to be an identically-shaped rock in the bottom of every one of those little wall-alcoves...

Finally, you might want to extend the water brush back a little farther from the RG--right now there's an airspace that makes for a nice evil camp spot. :)

Cool map.
I beat the internet; the end guy is hard.
sumatra
Posts: 325
Joined: Sat Feb 12, 2005 10:02 pm

Post by sumatra »

@Hex: Thanks again for the server, hope some people play the map and record a demo or two.
I've lost my Cd-Key for Q3 :icon23: and its still difficult to get it here in Germany. So for me only servers without cdkey-condtion are interesting to play. It's a pity.
I' ll clip the small slot @RA, haven't noticed yet :)

@pjw: Nice to hear some comments of an editosaurus like you, pjw :p !
Also glad you like the map, will fix the problems you have mentioned.
The beams underneath RA wont be clipped, in cpma you have the possibility to camp for quad/RA and doublejump off the beam upwards :icon31: !!

Refered to the visual/structural upgrades, theres much to do, to achieve what i had in mind :icon25: !



sumatra
[url=http://www.pukkadesign.com][color=#41c0eb]..::pukkadesign.com[/color][/url]
pjw
Posts: 860
Joined: Sun May 07, 2000 7:00 am

Post by pjw »

sumatra wrote:The beams underneath RA wont be clipped, in cpma you have the possibility to camp for quad/RA and doublejump off the beam upwards :icon31: !!
Ah. Should have thought of that. Fair enough. :)
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