q3ctfp3 beta.. testers plz
q3ctfp3 beta.. testers plz
here it is... a version i think is working right... tell me what ya think
http://www.mediafire.com/?sharekey=8c08 ... 80a8fa77d1
http://www.mediafire.com/?sharekey=8c08 ... 80a8fa77d1
Re: q3ctfp3 beta.. testers plz
wow not a soul 
well here is a update anyway, take that...
http://www.mediafire.com/?sharekey=8c08 ... c8edd16d5f

well here is a update anyway, take that...
http://www.mediafire.com/?sharekey=8c08 ... c8edd16d5f
Re: q3ctfp3 beta.. testers plz
It's customary to post a screenshot if you want anyone downloading your map.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
Re: q3ctfp3 beta.. testers plz
I'll try to take a look later today, but no promises, gotta study for my exam I got tomrrow. 

Re: q3ctfp3 beta.. testers plz
here is a big update with the red base starting to come together.


http://www.mediafire.com/?sharekey=8561 ... 7dfda4d5cd


http://www.mediafire.com/?sharekey=8561 ... 7dfda4d5cd
Re: q3ctfp3 beta.. testers plz
That's one huge and impressive CTF map! The height of the room with the jump- and launchpads that take you from side to side while going upwards made me feel a bit dizzy!
[color=#FFFFFF][url=http://maps.rcmd.org]my FPS maps[/url][/color]
Re: q3ctfp3 beta.. testers plz
excellent
I've still got so much work to do. but i think it's slowly coming together.

I've still got so much work to do. but i think it's slowly coming together.
Re: q3ctfp3 beta.. testers plz
Very nice. I like concrete and generous use of patches.
That curviness will lead to some unavoidable texture misalignment, but don't get too anal about it.
Just map without texture locks, and when you're done, cap the patches that lie in the same plane, and naturalise the non-planar patches.
And avoid LOD, of course.
But you probably already know all that stuff.
Here's a shot of what's the main attraction, but at the same time my main gripe =>

The bouncepath up is fun, and easy to do fast, even with my non-1337 skills.
But the platform at the top there is the only way into the flagbase.
That's a real choke point, and easily campable, IMO.
You intend this for 3-3, so I see a lot of 1-on-defense 2-on-offense stalemates.
The long way up makes it easy for the defender to prepare.
At least don't let players spawn in the flagbase or give them that YA there.
You're still working on it, and I see you have a closed door in the red hall, where the crates are. Do you intend to place a teleporter into the flagbase behind it?
Or you could add an entrance into the flagbase at the lower 'bouncepath platform' in the pic. I realise that's a lot of work, though.
Also, just one more thing
I'd replace the two plama guns with plasma ammo, and place just one PG in the centre.
It's too well suited for tracing players that are going that long way up.
Promising map. Good luck with it.
That curviness will lead to some unavoidable texture misalignment, but don't get too anal about it.
Just map without texture locks, and when you're done, cap the patches that lie in the same plane, and naturalise the non-planar patches.
And avoid LOD, of course.
But you probably already know all that stuff.
Here's a shot of what's the main attraction, but at the same time my main gripe =>

The bouncepath up is fun, and easy to do fast, even with my non-1337 skills.
But the platform at the top there is the only way into the flagbase.
That's a real choke point, and easily campable, IMO.
You intend this for 3-3, so I see a lot of 1-on-defense 2-on-offense stalemates.
The long way up makes it easy for the defender to prepare.
At least don't let players spawn in the flagbase or give them that YA there.
You're still working on it, and I see you have a closed door in the red hall, where the crates are. Do you intend to place a teleporter into the flagbase behind it?
Or you could add an entrance into the flagbase at the lower 'bouncepath platform' in the pic. I realise that's a lot of work, though.
Also, just one more thing

It's too well suited for tracing players that are going that long way up.
Promising map. Good luck with it.
Re: q3ctfp3 beta.. testers plz
thanks heaps that was some good advice. i'll get to work on that right away... thats what i've been after this whole post some harsh words on what i'm doing wrong! yaahA (NOT SARCASTIC) Oh and i see this as a 12 v 12 hard core skilll match. i see teams gathering with a pimp quad speed damage dealer and some support over whelming players sitting in the base.There is a 1 in 12 chance of spawning in a base being stormed by rl/rg toating sob's, but that being said i hope smaller games can get something from this. do you see where i'm coming from.. (and on a side note i think teleporters are for bad map design) don't know where i read that but it stuck
sorry reading over this my drunkenis a obvious
sorry reading over this my drunkenis a obvious
Re: q3ctfp3 beta.. testers plz
My bad. I tested with 3-3 because my sense of scale isn't used to relatively tight Q3A anymore.
But, weak excuse.
12-12 will indeed make for some hectic spamming at those flagbase entrances, until there's team coordenated enough to bash through.
Though I still think the defense has too much of an advantage with only one way in
And yeah, that teleporter thing would be desperate.
But, weak excuse.
12-12 will indeed make for some hectic spamming at those flagbase entrances, until there's team coordenated enough to bash through.
Though I still think the defense has too much of an advantage with only one way in

And yeah, that teleporter thing would be desperate.
- GONNAFISTYA
- Posts: 13369
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Re: q3ctfp3 beta.. testers plz
I don't see teleporters as bad map design. I see them as enhancing the already fast pace of the game and can help the player create new tactics if the teleporter destination is within view (telefrags can be fun).
I also think teleporters can help the overall flow of the map if you have rooms with only one door...teleporters allow you to incorporate different layouts/room configurations in your design instead of just worrying about "through" flow.
I'll grab it later today and give some feedback soon.
I also think teleporters can help the overall flow of the map if you have rooms with only one door...teleporters allow you to incorporate different layouts/room configurations in your design instead of just worrying about "through" flow.
I'll grab it later today and give some feedback soon.
Re: q3ctfp3 beta.. testers plz
Wasn't there a recet engine (Unreal or id tech?) that allowed you to set different gravity and orientation settings through portals? I always wanted a DM map like this:

Bah, it was Prey wasn't it? Damn, if they didn't map that, they missed an awesome idea...

Bah, it was Prey wasn't it? Damn, if they didn't map that, they missed an awesome idea...
Re: q3ctfp3 beta.. testers plz
Yes, there was this game by 3D Realms where you were a guy in a reservation that was sucked into an evil alien space ship. Prey(?)o'dium wrote:Wasn't there a recet engine (Unreal or id tech?) that allowed you to set different gravity and orientation settings through portals?
[color=#FFFFFF][url=http://maps.rcmd.org]my FPS maps[/url][/color]
Re: q3ctfp3 beta.. testers plz
The M.C.Escher room? Now THAT's an idea! Normally I don't recommend anything from or for Sony hardware but anyone interested in stuff like Escher's work should have a glance at "Echochrome". One if not the most retarded and therefore interesting game of the last decade.
If you are caught on a golf course during a storm and are afraid of lightning, hold up a 1-iron. Not even God can hit a 1-iron.
-Lee Trevino, golfer who actually has been struck by lightning.
-Lee Trevino, golfer who actually has been struck by lightning.
Re: q3ctfp3 beta.. testers plz
Yes, it was Prey running id Tech 4. You could walk on walls using these gravity "tracks" and hopping through portals and stuff allowed you to change orientation. There were also these targets that you could shoot to switch direction of gravity. Fun game, I should play it again. The game was a bit short, but the gravity puzzles made it original and a worthwhile play. May not be the game to play if you are overly prone to motion sickness. 

[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
Re: q3ctfp3 beta.. testers plz
i've moved the pg to the centre and added a one way path from the lower jump pad to the flag base. the gameplay has changed a bit for the better. i've also got most of the blue base almost up the scratch. update is on the way today or tomorrow.
its so weird.. now the bots are having issues with the lower red jump pad.. even tho both the bases have the same jump pad setup.. arrg
its so weird.. now the bots are having issues with the lower red jump pad.. even tho both the bases have the same jump pad setup.. arrg
Re: q3ctfp3 beta.. testers plz
There's still asymmetry elsewhere in the map, right?fKd wrote:now the bots are having issues with the lower red jump pad.. even tho both the bases have the same jump pad setup
I don't have a firm grasp on bot AI, but they probably get distracted by something seemingly unrelated.
Looking forward to the next runthrough.
Last edited by Plan B on Thu Aug 21, 2008 11:40 am, edited 1 time in total.
Re: q3ctfp3 beta.. testers plz
Absolutely. But in this scenario players would have teleported from quite a distance into the flagbase, bypassing half of the map.GONNAFISTYA wrote:I don't see teleporters as bad map design. I see them as enhancing the already fast pace of the game and can help the player create new tactics if the teleporter destination is within view (telefrags can be fun).
I can still see that working if the teleporter is only accessible by some triggering or during a short time interval, though.
Re: q3ctfp3 beta.. testers plz
there will be a huge update in the next 24 hours. i've got the bots playing way better with the use of bot/playerclip and clusterportals. the blue base has had a lot of cosmetic work done. and the new path into the base adds another dimension to the gameplay. god i'd love to see some human teams play it.
but over all i'm really starting to like the way its turning out. but geez still so many miles to go
thanks heaps to everyone who's helped me out on this. your names have been noted and will be in the txt file
but over all i'm really starting to like the way its turning out. but geez still so many miles to go

thanks heaps to everyone who's helped me out on this. your names have been noted and will be in the txt file
Re: q3ctfp3 beta.. testers plz
here are a new shot of the reworked blue jump pad section


Re: q3ctfp3 beta.. testers plz
I like it. Good idea to make the new, lower entrance into the flagbase one-direction-only.
Although now players don't have much of a visible insentive to use the top entrance in. To make them visible from below, maybe spawn some health orbs along the top bounce curve itself instead of on the top platform.
Some more connectivity in the hallways, nice.
I'm not too sure about those railings you added on those upper platforms near the centre, but disrupting flow is also part of things, I guess.
I would not spawn the quad where it does now, on the bottom floor near the red base, but in a central, hard to reach place (that might very well be what's distracting the bots right now).
I really think that if the map is going to be symmetric, you should place such powerful items in the centre (or play around with random item spawning).
Although now players don't have much of a visible insentive to use the top entrance in. To make them visible from below, maybe spawn some health orbs along the top bounce curve itself instead of on the top platform.
Some more connectivity in the hallways, nice.
I'm not too sure about those railings you added on those upper platforms near the centre, but disrupting flow is also part of things, I guess.
I would not spawn the quad where it does now, on the bottom floor near the red base, but in a central, hard to reach place (that might very well be what's distracting the bots right now).
I really think that if the map is going to be symmetric, you should place such powerful items in the centre (or play around with random item spawning).
Re: q3ctfp3 beta.. testers plz
yeah i think i'll use the random spawning item idea... have it switch between haste and quad. moving those other items might be a good idea as well... but last time i had the items floating it caused no end of trouble for the bots