[Q3 ALPHA] Way Too Fast - moses_tour1a04

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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FSF-Moses
Posts: 10
Joined: Mon Oct 14, 2002 7:00 am

[Q3 ALPHA] Way Too Fast - moses_tour1a04

Post by FSF-Moses »

After many months/weeks I've started mapping again.
Having made some basic layouts of this map before and posted them on the promode forums, i decided to post this alpha here too. It's designed with cpma in mind.

I had some spare time to spend so I redesigned most of the map again to remove most of the hallways.
It's still an alpha version and I'm learning every day a bit more :)

Way too Fast - Alpha 4

* .aas added but not optimized
* .arena has been added
* no player/bot clips
* no levelshot
* no moses_tour1a04.txt
* now using id textures, can't decide which custom set to use

I hope this layout is a bit better than the previous version.

Some screenshots:

[lvlshot]http://lum-chan.bbox.org/moses/moses_tour1a04_1.jpg[/lvlshot]

[lvlshot]http://lum-chan.bbox.org/moses/moses_tour1a04_2.jpg[/lvlshot]

[lvlshot]http://lum-chan.bbox.org/moses/moses_tour1a04_3.jpg[/lvlshot]

[lvlshot]http://lum-chan.bbox.org/moses/moses_tour1a04_4.jpg[/lvlshot]

[lvlshot]http://lum-chan.bbox.org/moses/moses_tour1a04_5.jpg[/lvlshot]

[lvlshot]http://lum-chan.bbox.org/moses/moses_tour1a04_6.jpg[/lvlshot]

[lvlshot]http://lum-chan.bbox.org/moses/moses_tour1a04_7.jpg[/lvlshot]

Awaiting any comments, suggestions and critism on layout and weapon/item placement on this alpha.

Unfortunate, I started the wrong way with this map so changing the layout will be possible but hard to do :) my bad... <sigh>

Thanks in advance
FSF-Moses
Posts: 10
Joined: Mon Oct 14, 2002 7:00 am

Post by FSF-Moses »

Nobody has any comment :confused:
Lenard
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Joined: Mon Aug 04, 2003 7:00 am

Post by Lenard »

DEAD AIR SPACE
[img]http://myspace-001.vo.llnwd.net/00555/10/05/555355001_l.gif[/img]
Oeloe
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Joined: Fri Mar 19, 2004 8:00 am

Post by Oeloe »

FSF-Moses wrote:Nobody has any comment :confused:
Sorry, i'll have a run through the map tonight probably.

Edit: i've taken a look at the map and get the impression that you didn't really have a clear idea about how you want your map to be played. It seems to me that you just made an area for all different weapons and put them together. It's much too big for a tourney map now, particularly for a CPMA duel.

I think the map shows you have the skills to build pretty good brushwork and to create some interesting areas too (cpm jumps included), but you need to plan how the flow of the map will be before you make an alpha version. If you can't draw your plans on paper before making it in gtkradiant it will probably be too complicated to be a good map.

It's also important that you make every area different, so that it's easy to remember the map layout. With your current map it's quite hard to learn the layout because there are too many similar areas on the same level.

If you want to make a playable map, you should probably start over, at the drawing board again, to design something that is likely to be fun to play. You don't have to include all weapons btw. If you leave out rail you can afford to have some longer lines of sight (LOS).

I don't know how well you know the game (VQ3 and CPMA), but if you don't know it that well, watch some demos on well known maps. Try to get an idea of how good maps are designed (with different areas with different functionality that are easy to remember and to recognize).
Last edited by Oeloe on Sat Dec 10, 2005 2:55 pm, edited 1 time in total.
krekits
Posts: 19
Joined: Wed Aug 08, 2001 7:00 am

Post by krekits »

Area around the RA felt a bit cramped.

Didn't like the sloped floor near the LG.

JP in the RG area makes player hit head when entering it from the "wrong" direction.

Otherwise I like it, probably a good 1-on-1 map in VQ3.
FSF-Moses
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Joined: Mon Oct 14, 2002 7:00 am

Post by FSF-Moses »

Ah thanks krekits.
Noted for next alpha changes :)

@Oeloe:
It it my first attempt to create a cpma map. It's still a learning project and in the next alpha the layout might be changed a lot. I'm still glad it gives me some info on how to build a good and playable map.
However I'll take your comments very serious and hope to learn from them as well.
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Foo
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Location: New Zealand

Post by Foo »

1. The bottom area of the level feels too open and 'dead' Especially around the GL area. In general, it's the areas where you can go off to the edges of the level and there's large areas with no doorways, staircases or drop-ins from above.

2. The map currently feels the right size for 2v2. Nothing wrong with that, but I'm guessing you're designing for 1v1?

3. Quad Damage seems innapropriate for 1v1 certainly, and probably so for 2v2 as well.

4. There's only standard routes up from the bottom floor and they come out right next to each other. A third route would be beneficial, as might moving the RA away from the staircase route.

5. The upstairs level is the single hardest to get to yet there's little up there to justify it. I'd advise using a teleporter on the lowest level to take the player up *near* a top-level route. Then a useful item up there E.G. a second YA

6. Post the next alpha/beta up in Q3 Discussion. Should help get more interest.
"Maybe you have some bird ideas. Maybe that’s the best you can do."
― Terry A. Davis
Oeloe
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Joined: Fri Mar 19, 2004 8:00 am

Post by Oeloe »

FSF-Moses wrote:@Oeloe:
It it my first attempt to create a cpma map. It's still a learning project and in the next alpha the layout might be changed a lot. I'm still glad it gives me some info on how to build a good and playable map.
However I'll take your comments very serious and hope to learn from them as well.
I was aware this is (one of) your first map(s). I saw the first alpha on the challengeworld forum and you're obviously improving. Most mappers here will tell you that their first maps were shit and that yours will get better as you learn more.

I hope my comments were useful to you. Try to make a plan for a good layout (post it here and/or at challenge forums for discussion) next time before you start building. Maybe you can still do that to fix your current map. I think you probably need to remove some areas to get some flow in the map.

GL! :)
Fjoggs
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Post by Fjoggs »

It's not his first, it's his first cpma map. He's made several vQ3 maps.
Voice
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Joined: Mon Nov 14, 2005 10:18 am

Post by Voice »

On the second picture down from the top:

Parts of the map like that, where there are pillars, would be nice if there was some sort of angle on the pillar to make it possible to double-jump up from the bottom floor to the second floor to bring more connectivity to the map.

I just felt as if the map needed some more accessibility for the ability to do more double jumping, since it would bring alot of more vertical play, and trick jumping ability. Minded that bots in Cpma aren't perfect trick jumpers so over doing it would be a bad idea for that purpose, while still making it feel a bit more promod'ish rather than vQ3'ish =/

-if that makes sense =)
FSF-Moses
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Joined: Mon Oct 14, 2002 7:00 am

Post by FSF-Moses »

Ok. I'm about to release a new alpha version. Are there any more suggestions which haven't been posted yet for the current alpha?
Made some changes to certain mentioned areas and I'm currently changing/editing the pillars to get some more vertical action
AEon
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Joined: Sun Apr 20, 2003 7:00 am

Post by AEon »

Fun map...

Probably been mentioned, but here goes:
  • The pk3 is missing several ironcross textures. Note that these may be part of GTKradiant distribution, but are not part of Vanilla Q3A!
  • Bots clutter the area around the RA. This is probably due to the fact that a 25 health is also near the RA *and* the Quad above. I'd suggest either moving the Quad somewhere else. E.g. where the current MH is. That area is pretty much shunned by bots (and move the MH elsewhere).
  • You are probably still planning to add some textures to mark item respawn points right?
  • I found the RL placement on the narrow ledge a bit strange. Primarily visually. But it does make me wonder, if swapping the GL with the RL might work better.
  • Can it be that most of the respawn points are pretty much centralized? If so that could explain why the bots clutter the center of the map.
  • Not sure how this can be done, possibly via item placement, but the upper levels of your map, that are quite fun to navigate, get little bot attention presently.
  • Other than that the map is fun to run about in. Reminds me of the ztn maps, neat!
[FSF]Moses
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Joined: Sun Mar 10, 2002 8:00 am

Re: [Q3 ALPHA] Way Too Fast - moses_tour1a04

Post by [FSF]Moses »

I'm back at it again. Changed Username but still the same dude :)
Will release a new version one of these days with all the improvements until now :D
skinNCNmaster
Posts: 344
Joined: Wed Jan 29, 2003 8:00 am

Re: [Q3 ALPHA] Way Too Fast - moses_tour1a04

Post by skinNCNmaster »

fix the images so they display here

[/lvlshot] is not a bbs code
[FSF]Moses
Posts: 2
Joined: Sun Mar 10, 2002 8:00 am

Re: [Q3 ALPHA] Way Too Fast - moses_tour1a04

Post by [FSF]Moses »

Latest screenshots from this current version. Needs some updating, tho.

Image

Image

Image

Image

Image

Image

Image

Image

Image

Image

Image

Image

Image

New download link: q3map-moses_dm12

I couldn't edit the first post so I re-posted it here...

I guess it needs some modifications to be better playable. Need some suggestions and I will add the previous comments in the next update as well...
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: [Q3 ALPHA] Way Too Fast - moses_tour1a04

Post by obsidian »

skinNCNmaster wrote:fix the images so they display here

[/lvlshot] is not a bbs code
It's a valid Quake3World code, used to scale down larger images to fit the forum layout. The images don't work because it's a 5 year old thread and the original images are missing.
[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]
cityy
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Joined: Mon Aug 10, 2009 8:23 am

Re: [Q3 ALPHA] Way Too Fast - moses_tour1a04

Post by cityy »

Hi and welcome back! I gave your map a quick run - some things I noticed:

- in some parts it feels like there are too many weapons, you can pickup the LG,RG and the RL very quickly - I would like to see the RG somewhere else..
- I like the idea you had for the MH area but it feels a bit cramped. I think 1 problem is the stairway, maybe you should think of a jumppad there
- the RA area is quite dead, I found myself ignoring it often because the room is a bit underconnected - maybe integrate it more into the SG room
- I would move the YA near the SG to the pillar on which the GL is laying atm and replace the GA with the GL
- you need to close that gap under the stairway in the RL room, it's a death trap once you get in there
- you placed many health all arround the map - this should be reduced for the tourney mode. Though I think it's fine for FFA/TDM
- I found the TPs a bit confusing...

Overall I liked it, looked a bit grey in some parts but maybe that's just me.
www.ferdinandlist.de/leveldesign
skinNCNmaster
Posts: 344
Joined: Wed Jan 29, 2003 8:00 am

Re: [Q3 ALPHA] Way Too Fast - moses_tour1a04

Post by skinNCNmaster »

lol right i remember now, thanks bro. those pics are pretty.. the door design is superb!
v1l3
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Joined: Wed Apr 02, 2003 8:00 am

Re: [Q3 ALPHA] Way Too Fast - moses_tour1a04

Post by v1l3 »

It's pretty crazy that you just put this up! I was just playing through the alpha4 version of this last week. I was burning some Q3 stuff and this has never left my Cpma folder. ;) I like that your keeping it with some promode movement options..and the GA. I notice that I never made any comments in this post, you must have posted this at the Challenge Forums way back. I was gonna make mention about there being to much health in the map as cityy made mention of:

Image

I'd condense the health down to just have one placement of two 25% health together, than two different placements of single 25% healths at different spots. Where there would be good balance of health to pick up, but no two health bubbles at a time, plus you have a 50% health at the bottom of the stairs, so you might want even less than that. I hope any of that makes sense. :shrug: I was wondering if you'd consider puttin an angle at the bottom of the GL Pillar so someone could double-jump up to the GL?
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