kazspeed1 - Coffee Binge (q3, final)
kazspeed1 - Coffee Binge (q3, final)
Download, 280kb
Just a little tourney map that I made over the course of the last hour or so. Thought it'd be alot of fun to do, and it turns out I was correct :icon32:
Hope you have fun playing it!
oblig screen:
[lvlshot]http://kaz.quakedev.com/junk/kazspeed1.jpg[/lvlshot]
Just a little tourney map that I made over the course of the last hour or so. Thought it'd be alot of fun to do, and it turns out I was correct :icon32:
Hope you have fun playing it!
oblig screen:
[lvlshot]http://kaz.quakedev.com/junk/kazspeed1.jpg[/lvlshot]
I like the map. Its got some potencial :P
First thing is that its fun to play it and run around.
Bad thing is that imo u can control the map from the rail, since u have easy acces to both YA and can get to mega very fast go to tele and be back on rail quickly.
I think u need one more room with a RA away from rail.
Also i dont like the RL position.
The "doors" are to narow.
Some rooms need some redesign to make fighting more interesting ;P
if u want i can help
First thing is that its fun to play it and run around.
Bad thing is that imo u can control the map from the rail, since u have easy acces to both YA and can get to mega very fast go to tele and be back on rail quickly.
I think u need one more room with a RA away from rail.
Also i dont like the RL position.
The "doors" are to narow.
Some rooms need some redesign to make fighting more interesting ;P
if u want i can help
Very nice layout, good gameplay, fun to play in CPMA.
Small isues / suggestions:
* map could use 1 box of ammo for RL
* doors are a bit narrow for PM-movement
* I think you should not put a RA in there. This will give even bigger advantage to a good player on a map of this size. If the better player gets MH+RA once, the match will be 20:0. Maybe a (small room with a) JA (green CPM armor) would fit better to support the down player.
Nice map, I'm off to play it a bit more.
Small isues / suggestions:
* map could use 1 box of ammo for RL
* doors are a bit narrow for PM-movement
* I think you should not put a RA in there. This will give even bigger advantage to a good player on a map of this size. If the better player gets MH+RA once, the match will be 20:0. Maybe a (small room with a) JA (green CPM armor) would fit better to support the down player.
Nice map, I'm off to play it a bit more.
[color=#FFFFFF][url=http://maps.rcmd.org]my FPS maps[/url][/color]
I see. This may indeed be an option for vq3 (since RA is not that strong there) - though 2YA+1RA+MH in a map of that size may seem a bit overloaded. Just my 2 cents.
Didn't mean to say that your advice was bad btw, sorry if it sounded that way. Just wanted to express another idea.
Didn't mean to say that your advice was bad btw, sorry if it sounded that way. Just wanted to express another idea.
[color=#FFFFFF][url=http://maps.rcmd.org]my FPS maps[/url][/color]
I got turned onto cq3dm1 back when Hoony wrote up reviews on like 6 or so maps on the Challenge World Site back when it worked.
It'll be nice to see you pop out another map..I've always been a fan of your maps. Kazdm3 =) I noticed kazdm2 over at the new polish site, which had a missing textures on the palm trees, which was a kick ass lookin map. I dunno how easy it would be for you to add an .aas file to that. Kinda reminded me of Bones and Eight Pieces by Blurr.
It'll be nice to see you pop out another map..I've always been a fan of your maps. Kazdm3 =) I noticed kazdm2 over at the new polish site, which had a missing textures on the palm trees, which was a kick ass lookin map. I dunno how easy it would be for you to add an .aas file to that. Kinda reminded me of Bones and Eight Pieces by Blurr.
xgo/dichtfux: final or not it's great to hear people's thoughts regarding how it plays/ways to improve... who knows what i'll do with it 
v1|3: well i'm glad to see that i have fans :P kazdm2 was ALOT of fun to construct and tweak, an .aas file didn't seem possible back when I was working on it, IIRC. It's funny that you mention that map because I remember playing it before I started on it, thinking "I can make a better looking island map..."
I've always wanted to see someone take some of my work and make something way cooler out of it, so maybe if any of you feel like using it as a base for something else the .map file is included in the pk3.
Thanks alot for the replies!

v1|3: well i'm glad to see that i have fans :P kazdm2 was ALOT of fun to construct and tweak, an .aas file didn't seem possible back when I was working on it, IIRC. It's funny that you mention that map because I remember playing it before I started on it, thinking "I can make a better looking island map..."

I've always wanted to see someone take some of my work and make something way cooler out of it, so maybe if any of you feel like using it as a base for something else the .map file is included in the pk3.
Thanks alot for the replies!
Last edited by Kaz on Sun Mar 11, 2007 5:33 pm, edited 1 time in total.
I quite liked this map as well. It's a very fun, tight map to play on. Some areas might be a little too tight though. It'd be nice if, for example, the YA/SG area was expanded a little bit more to give some more fighting room. Also, the RG hallway could be made larger, something more akin to DM6's RG hallway (although not that large of course). Also, as others have said, the doorways suffer from Q3DM13-itus.
They definitely need to be widened and heightened, and some of the tighter hallways need to be slightly enlarged. But the layout is defintely there and I'm digging it. I'm a little bit wary about running the 2 YAs (and then MH) but the map is so small that it's hard not to have this.
EDIT: 2000th post!!1

EDIT: 2000th post!!1
[url=http://www.goodstuffmaynard.com]Good Stuff, Maynard![/url]
-
- Posts: 248
- Joined: Tue Jun 08, 2004 7:00 am
Some quick comments for you,
Didn't take a look at any of the other posts, but the maps pathways are very linear, I have a feeling its too easy to keep evading your enemy and just lay down lots of peekrails while staying on the +back. Some more interconnection and maybe more than one or two heightlevels per room and having the level be harder to predict in general wouldn't hurt. Wider and more interconnections. I'd try to spice up the teleporter room with a whole other floor behind where the tele is up against the wall now, and have the teleporter point to a vertically lower position(perhaps to the floor below where it points now, so you have to risk the JP if you wanna go up), and also make the stairway between bottom floor and YA-under-RG-room be a bit wider to make it not as easy to score full damage with rockets.
I'd also make the tunnel less wide and widen the rail walkway a bit. Also try make the YA room under a tad larger and more interesting spacewise.
GL
Didn't take a look at any of the other posts, but the maps pathways are very linear, I have a feeling its too easy to keep evading your enemy and just lay down lots of peekrails while staying on the +back. Some more interconnection and maybe more than one or two heightlevels per room and having the level be harder to predict in general wouldn't hurt. Wider and more interconnections. I'd try to spice up the teleporter room with a whole other floor behind where the tele is up against the wall now, and have the teleporter point to a vertically lower position(perhaps to the floor below where it points now, so you have to risk the JP if you wanna go up), and also make the stairway between bottom floor and YA-under-RG-room be a bit wider to make it not as easy to score full damage with rockets.
I'd also make the tunnel less wide and widen the rail walkway a bit. Also try make the YA room under a tad larger and more interesting spacewise.
GL

[i][color=#408080]Give someone a program, frustrate them for a day. Teach someone to program, frustrate them for a lifetime.[/color][/i]