is the overall layout going to be like dm7?
if so:
i think a few rooms might need a big reworking. i'll do some thinking on this if i can get the time.
I am finding out more and more that every time I am wondering how to continue connecting the rooms, it turns out to be similar to q4dm1. Hopefully something of q3dm7 will make this map interesting and different enough from q4dm1.
Should have some more shots later in the day and a different skybox.
Added another room - see b) - to the arena now in r26.
Playing against hardcore Keel, Doom and Anarki is a total blast.
Map is still a bit dark, but will fix that soon. I want to build 2nd arena area on the other side of c) (the right in c), up on top in d)). Possibly a third arena with different heights.
Presently the map paths are very short, this makes the map very fast and thus fun. Hope to keep paths short.
Very kind of you to say so... I wish I believed in my own skills that much
As that may be, started 2nd arena. It is quite uncanny: Every time I think I came up with an interesting new pathing, it turns out that q4dm1 did exactly that. It seems that if you actually have only 2 arenas *and* want to "massively" connect both on several height levels you don't have that many possibilities.
Sofar the map plays like much like q4dm1... or put differently it's fun to me with bots. The final layout will need testing here at LEM in a beta obviously.
This is r37. I am surprised how quickly the map is growing. The basic layout for arena 2 (left half of map) is done, the above arena 1 shots are in the right half of the shot.
So... finally closed off all the new areas. Arena 2 is more or less done, so here the results of the r45 compile:
a) and b) are arena 2 (A2)
c) The new teleporter, looking out to A2.
d) Jumppad shaft that lets you get off in 2 directions.
e) One of the quieter corridors.
f) Arena 1 (A1) to the right, A2 on the left. Thinking about adding Arena 3 in top of shot.
What surprises me how fast the map is coming along. Sure I used extensive copy and paste, but that does not really show IMO. And even the walls that are not textured in much detail, look as if that was on purpose. Weird
Playing against 7 Hardcore is absolutely frantic.
Have a list of things to fix - beta 1 should be out tomorrow though.
Presently rethinking some of the paths in AEdm7 r50... here is where things stand at present:
Arena 2, left, move out the wall by 2 blocks (64 units) to make it larger and give the players more space there. A lot of Bot battles happening there, red arrows.
Top / right of map, I am thinking of adding a window arcade, and medium sized room (red dashed).
As you can see in green the 3 main lines of sight are a tad long. Engine-wise it seems to be no problem, but you can rail clear across the map. Even though the heights differ.
The idea for the Teleporters is their use in Q4, e.g. that you can send rockets through them With the long lines of sight that could be "fun" or really evil
I was thinking of moving TP3 to where the red up/down arrow a bit up and to the right is. To avoid having TP2 and TP3 too close to the left arena.
Currently the TPs are interconnected, meaning, TP1 TP2 TP3 TP1... that leads to very hysterical gameplay. I even noted that bot would go through come out of TP1, grab the health nearby and then leave via TP1 again.
Post your thoughts.
If someone is interested I could post a current fully working beta 1 of the map for tests.
Strange I could has sworn that I released a beta version of the map. But possibly that was the version only. I played the yesterday, and the map is pretty much done IMO.
Me too, as I recall running around in it and sending you some feedback about some broken brushes or something. But that was 3 years ago, and we could just be senile/demented.
Where have you been the last years, I was actually really close to ask Obs to give me control over the "Q3W Level Editing & Modeling Link Resources" because someone need to clean that up, 75% of the texture links are more or less dead =)
Don't bother it's water near a bridge =)
I enjoy this thread, my comments feels so old. I later that year put out my first level where I really focused on the game play first, not the graphics and even though the game play might not have been that good really - it still kinda changed the direction of how I made levels - gameplay > graphics.
Everyone notice the "update" in the previous... took me a while to find the proper thread again, the forum search seems to have a thing for "hiding" pages if you are not careful while searching.
Alas the skybox black line issue is still an issue... so nothing I can do about that ... I could not use a skybox
I did a trick a few years ago, I mapped the sky to inside a cube, then I placed the cube inside a _sky and put the scale to like 100000000 then it "became" like a real sky but worked on ATI. I used a "sky caulk" on the level, a texture with my sky props but with a 1x1 tga that coulden't be seen anyway.
Or you can use a angular mapped sky (think it's called that, ydnars way to bend a single texture as a sphere around the sky) or just a scrolling sky.
The "skyfix" people mentions sometimes never works for me for some reason.
Starting GTKradiant is kinda weird... gotta remember how the heck mapping works. And I definitely need a 2nd monitor again for a one-monitor full-screen 3d view.
Yes, definitely... I am presently trying to finish all the started maps, and I was keeping this map for later, to *really* make the most of that map. Of my own maps, next to AEpyra and SolarAE my favorite map, it just feels right (mostly) even after 3.5 years.
It would be cool if folks could give some feedback on the TPs. Personally I am thinking of removing at least two of them. And also change the TP destinations... the TP hopping the bots have started to do, is *really* bad (i.e. enter TP, then enter the next TP etc...).