Q4 - Placebo Effect (wvwq4dm1) - Beta

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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wviperw
Posts: 334
Joined: Sat Mar 17, 2001 8:00 am

Q4 - Placebo Effect (wvwq4dm1) - Beta

Post by wviperw »

This is a 1v1 map that I originally submitted to the VIA mapping contest and didn't do so hot. So rather than release it right away I figured I'd pound away at it a little while longer and see if it has any potential. It is sort of a cross between cpm1a and aerowalk. As far as aesthetics go, I'm trying to keep it pretty simple and green. :) Lemme know if you have any suggestions for improving the theme.

DOWNLOAD

2 versions included:
wvwq4dm1_beta - YA, MH, RA, 1xRL
wvwq4dm1a_beta (experimental) - 2xYA, MH, RA, 2xRL, LG and RG swapped, no HB

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[url=http://www.goodstuffmaynard.com]Good Stuff, Maynard![/url]
voodoochopstiks
Posts: 248
Joined: Tue Jun 08, 2004 7:00 am

Post by voodoochopstiks »

Looks nice, posted feedback on esr :D
[i][color=#408080]Give someone a program, frustrate them for a day. Teach someone to program, frustrate them for a lifetime.[/color][/i]
Dr4ch
Posts: 96
Joined: Thu Nov 03, 2005 6:36 pm

Post by Dr4ch »

pretty simple style but has nice gameplay so far, I could get stuck in some places where you placed the grid texture in front of the tech-styled one. I like it much but it misses some more decals and small details perhaps. And the decal at red armor is placed too high above the ground. I love your teleporter material, looks like some sort of tar or black mass but imho it doesnt really fit into the level if its only used on the teleporter.
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