Old q3 map - Final (sort of)

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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lemonhead
Posts: 7
Joined: Mon Apr 04, 2005 1:12 pm

Old q3 map - Final (sort of)

Post by lemonhead »

Hi! I was working on this map back in 2002. The filename suggests that it's a beta map, but i probably wont be doing any more work on it and so you can think of if as the final version. It's probably one of the better maps that i've made... not sure why i stopped working on it in 2002 :confused: Here is the download link: http://www.infosprite.com/members/lemon ... m1be20.zip

And some screenshots:
Image
Image
Anwulf
Posts: 93
Joined: Wed Jun 21, 2000 7:00 am

Post by Anwulf »

I do have a vague recollection of the map. I might even have commented on it at the time.

[Later...]
Yup, I remember this. Too much play around the RG and RA which meant you kind of ended up camping in that area if you weren't feeling inclined to roam about. But the map's well constructed, texturing nicely done, and the performance is OK.
lemonhead
Posts: 7
Joined: Mon Apr 04, 2005 1:12 pm

Post by lemonhead »

Thanks for taking a look and giving some feedback :). Yeah, i see what you mean about the RA/RG area. Would probably have to shift some items and close off some of the entrances to that area to balance out gameplay.
sumatra
Posts: 325
Joined: Sat Feb 12, 2005 10:02 pm

Post by sumatra »

Hi lemonhead,
nice work there, but as Anulf already remarked, the items have to be shift aroudn a bit for balanced ffa-play.
I like the architecture as also the lighting in most areas, but I think it needs some differentiation in some places.
Though, I would like to see more coldtoned lights (blue, but not as bright as you use them for now), so it'll be also easier to navigate/learn the map itsself.
In my sparetime I made an itemset which works well IMO, you can check it out here.

The most important changes I see were the RA location with RG, the PU location with QUAD/BS and the YA/MH spots.

You must have installed cpma, then load your map as usual "/map lemq3dm1be20".
When the map is loaded go again to your console and type "/callvote map !sum_lemq3dm1" and the itemset should load.
Before that you should put the pk3-file in your baseq3folder of course :p

Take the itemset not for 100%, that are only quite some thoughts, see it as a suggestion :icon26: !!!

Like to asee a new beta, perhaps even with TDM support (locationnames, items, ..)

sumatra
[url=http://www.pukkadesign.com][color=#41c0eb]..::pukkadesign.com[/color][/url]
lemonhead
Posts: 7
Joined: Mon Apr 04, 2005 1:12 pm

Post by lemonhead »

Thanks sumatra. I didn't realize it was possible to load different itemsets into the same map - that's a v. cool feature. The source for this map is long gone and I don't think I could take all the texture realignments following a decompile, or working on it again after such a long break. So this map is finished for now. Ta for all the feedback tho :)
Lenard
Posts: 737
Joined: Mon Aug 04, 2003 7:00 am

Post by Lenard »

Do those screenshots work for anyone else?
[img]http://myspace-001.vo.llnwd.net/00555/10/05/555355001_l.gif[/img]
StormShadow
Posts: 557
Joined: Wed Feb 16, 2005 8:10 pm

Post by StormShadow »

im not seeing them :X
StormShadow
Posts: 557
Joined: Wed Feb 16, 2005 8:10 pm

Post by StormShadow »

oh yeah, they are hosted on infosprite.. infosprite is gone :(
lemonhead
Posts: 7
Joined: Mon Apr 04, 2005 1:12 pm

Post by lemonhead »

Here are some more pictures. If I can find somewhere to host the map then I'll put that back up too.

Image

Image
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Hipshot
Posts: 1547
Joined: Sun Jan 20, 2002 8:00 am

Post by Hipshot »

I remember this map, it looks very clean, don't know about gameplay though.
Q3Map2 2516 -> http://www.zfight.com/misc/files/q3/q3map_2.5.16_win32_x86.zip
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
AEon
Posts: 1816
Joined: Sun Apr 20, 2003 7:00 am

Post by AEon »

lem,

It always amazes me to see what can be done with a texture set that I had already used in one of my own maps (aedesert)... I thought I had milked it, but this map clearly shows how much more is possible. Very nice texturing. Will give it a try.

Just noted alas neither the screenshots nor the link to your map work in the first post :(
Oeloe
Posts: 1529
Joined: Fri Mar 19, 2004 8:00 am

Post by Oeloe »

lemonhead wrote:Here are some more pictures. If I can find somewhere to host the map then I'll put that back up too.
Lemonhead, when infosprite went down, Roughrider has put up a site that tries to replace it. -> http://www.roughrider-maps.net/
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