Kazdm2 - Paradise Lost - 'that island map' - beta

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
Duhard
Posts: 6216
Joined: Sat Dec 11, 1999 8:00 am

Post by Duhard »

Kaziganthe wrote:Rofl :icon32:

Duhard just likes to troll, and, um.. crush people and whatnot. A post every now and then isn't that bad.

:icon30:
Are those jellus fagots your friends...what are they...9 years old?

I think you could use my amazing advice to your advantage instead of listening to these skilless fruitloops...I can help your career, son.

<3
Duhard
Posts: 6216
Joined: Sat Dec 11, 1999 8:00 am

Post by Duhard »

seremtan wrote:lol @ dutard posting idiiot shit to reach 40,000 on an internet forum :lol:
sorry nerd-o-tron...I'm just going down your level so you can understand me...deal?

I'll be back next week...have a great week folks :icon14:
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Post by obsidian »

Duhard, this isn't the place for your pointless rants. People here at LEM have better things to do than to read any one of your 40000 useless posts. I don't care what you want to say on GD or R&R, but here it's different. So unless you have something constructive to say, shut up and get out.
[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]
Duhard
Posts: 6216
Joined: Sat Dec 11, 1999 8:00 am

Post by Duhard »

What makes u say that all my posts were useless?

I helped more newbies in Beginners Discussion than u will in your entire life so I don't think all my posts were useless cause I'd be banned by now.

And what's with my posts being retarded shit?

I come in here and tease my friends only to get flamed by the flock of morons and then as soon as I destroy their egos I get flames and warned?!

Jesus, y'all are the ones making useless posts when u go "OMGHAAAA@@@ NICE TEXTURES MAN!!!1" and the fucking map is a joke.

Have you ever played q3...do u know anything about the competitive scene?

I mean, I could come here and give those guys a little advice about their maps so that it could eventually be played a little...but all I get is the "get out" shit and the "40K ORFORL UR USELESS!"...grow up for fuck's sake.
^misantropia^
Posts: 4022
Joined: Sat Mar 12, 2005 6:24 pm

Post by ^misantropia^ »

If you gave some real advice on weapon/health/PU/teleporter/jumppad/elevator placement, lighting, connectivity, etc. and an argument why it would work better than the current layout, you're more than welcome here, duhard.
bork[e]
Posts: 4357
Joined: Tue Mar 23, 2004 8:00 am

Post by bork[e] »

Damn nice work Kaz, never seen a q3 map like this one. :up:

I was suprised when it actually had some gameplay to it as well...
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Post by obsidian »

^misantropia^ wrote:If you gave some real advice on weapon/health/PU/teleporter/jumppad/elevator placement, lighting, connectivity, etc. and an argument why it would work better than the current layout, you're more than welcome here, duhard.
Exactly. As I said, "unless you have something constructive to say...". If you had actually contributed some detailed suggestions as to how you thought this map could be improved upon, we wouldn't have this problem.

So you want to post your opinion? Sure, fine... I'm sure we can all do well with some more playtesters, but please offer some suggestions on how this map can be improved rather than just stating how much you didn't like it. I think that's all that anyone here asks.
[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]
Oeloe
Posts: 1529
Joined: Fri Mar 19, 2004 8:00 am

Post by Oeloe »

Very nice... I found a bug in the staircase models though: on the low side of most stairs when you jump against the upper joint of the railing you can get stuck, or weird things happen when you just walk against it.

Image

I'm not jumping in this pic; i'm stuck there, hovering above the ground.

Btw did you ever finish or update that cpma map alpha that you called kazdm2 too? I loved that one. :)
pjw
Posts: 860
Joined: Sun May 07, 2000 7:00 am

Post by pjw »

Duhard wrote:I come in here and tease my friends
See, here's the problem though. How are we supposed to know you're teasing a friend and not just being a general cockgoblin? I personally don't mind that much if you come in here and give someone a ration of abuse every now and then, but also...
Duhard wrote:I could come here and give those guys a little advice about their maps so that it could eventually be played a little
That would be really cool. Why don't you do that! (<--not sarcasm, honest to God.)

You obviously play and talk about and...well...just spend a shitload of time with Quake. Spread the wealth. Share some opinions. Don't just show us your best asshole impression and fuck with people. Give us your $0.02 on how to make better maps and improve gameplay where it's possible. Suggestions for improvement and change are better than "this sucks". I can't promise I'll agree with you, but I'd like to hear it.

Kaz, sorry for the derail; I'll try to check the map sometime soon...
pjw
Posts: 860
Joined: Sun May 07, 2000 7:00 am

Post by pjw »

Okay, just ran around for a while. :)

On the one hand, this is *not* your typical Q3 map, which is kinda cool. On the other hand, I think the gameplay could be a lot better and more interesting--right now it's sorta just running in a big circle and occasionally ducking in to get the Quad.

triscount is sorta sucky right now for a Q3 map...on the other hand, Q3 is a bit long in the tooth and everyone's running it at 8 billion frames a second anyway, so I think you could get away with the increase in detail that would be involved in making the layout a little more interesting.

The first thing that comes to mind is adding a cave system. There are a couple of places down low that would be ideal for a cave mouth. If you could have 3+ entrances (to make it a bit more interesting) I think you could have some interesting gameplay there. Maybe even a tele in there somewhere. Also, if you dropped the cave mouths down to water level and/or raised the rest of the island up a bit, you could probably get some pretty decent vertical hinting going on and have the cave mouths not be drawn from everywhere...

Another possibility instead of (or better yet, in addition to) caves is to add a cliff or a raised part or some kind of big rock formation to the island, just to break up the "fighting on top of a big mound" feeling, which I think is the maps biggest failing.

obsidian wasn't the only one who ended up on top of the Quad hut. :) I don't know if that was intentional or not, but you could do a LOT more of that. I could see a series of short cuts and secondary routes that would really fun for those with some movement skill, and certainly add some items to those spots--not vital/big items, but at least some extra ammo or health to reward those who have the skills to take those short cuts.

Finally, what are you doing for lighting? Sky/sun light + _minlight or something maybe? The shadows seem unnaturally dark and odd looking to me. Maybe try upping/using _minlight and/or using bounce lighting or something? Also, that crate texture looks *really* white where it's getting direct sunlight...maybe dim the sun a bit or add/change color, or darken the crate texture, or something?

Hope this helps.

P.S. This is really anal and nitpicky, but you probably shouldn't have that angled wood texture at 45 degrees on the edges of platforms--it looks odd. Just make it 90 degrees so it looks like the ends of cut boards...
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Hipshot
Posts: 1548
Joined: Sun Jan 20, 2002 8:00 am

Post by Hipshot »

Ok, I haven't read what all you others wrote, but I'll just say my part anyway, even if its said before.

I think the shore and the sky is boring, why not expand the water, so that we don't see the edge as much, looks hrm... way to simple now, and also maybe a skyportal sun, some fake water reflections... I was once to make a island map, or atleast something surrounded with water, I did a testmap to see if I liked the idea I'm sure you've seen it.

http://www.zfight.com/misc/files/q3/pai ... r_demo.rar

I don't know anything about the gameplay, I'm sure its fine :)
Lenard
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Joined: Mon Aug 04, 2003 7:00 am

Post by Lenard »

Make a few larger than life rocks sticking out of the water. Majorly huge ones like in asiatic bays.
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