[q3a]beta2 of spirit3ctfduel1 - Where Fears Collide [update]

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dichtfux
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[q3a]beta2 of spirit3ctfduel1 - Where Fears Collide [update]

Post by dichtfux »

Here's the first public beta of the map I'm currently working on. It's a small and simple CTF map for 1vs1 or 2vs2 games.

Uses the DSI textures by evillair.

Screenshot:
Image

download link: (UPDATED) get beta3! (2 MB)

As always, I suggest you play it with CPMA, but it will work well in vq3. More screenshots and readme can be found here.
Last edited by dichtfux on Mon Jul 16, 2007 4:37 pm, edited 3 times in total.
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a13n
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Post by a13n »

Thank you.
I can learn a lot from your level. (compact yet effective layout, use of teleporter etc..)
The map is really good.
dichtfux
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Post by dichtfux »

Updated screenshot and download link to beta2.


changes beta1 => beta2
* changed JPs: they have a direction now instead of pushing you upwards only
* added 1 +25H per base (near LG / RG ammo on lower level)
* water in the center is green, more opaque now and has fog layer (thanks q3w!)
* added 1 JA in the center of the map (under the bridge)
* added tele and RG in the center
* area above flags redesigned (no tele+back-dropdown to flag anymore)
* bridge in the center is shielded a bit
* added lots of clipping
* added pipes under water
* added armor shards on bridge
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ix-ir
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Post by ix-ir »

No one plays 1v1 CTF.
dichtfux
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Post by dichtfux »

Your comment is useless, ix-ir.

I obviously know that 1vs1 CTF is not played seriously by anyone. It's not a serious map anyways, it was a small project made for fun:

I often play CTF with a friend of mine at university or at my homes network. We play together vs. 4+ bots. We don't want any bots on our team because they're too annoying, so we need small maps where it makes sense to have only 2 ppl on a team (there's few of those out there, and I'm absolutely fed up with q3ctf1).
The map works well for that - it's a map built for myself. ;-)
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Hipshot
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Post by Hipshot »

ix-ir wrote:No one plays 1v1 CTF.
Who cares anyway...
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
Magnus
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Post by Magnus »

Nice level man. Good work :icon14:

Nice and clean looking.

A few things I noticed that you may or may not want to address.
1. Those window like holes in the wall behind the RG are a bit too narrow. I bumped around a bit a few times trying to get through them.

2. The JP at the end of the hall around the corner from the LG and water seems like it shoud have the arrow pointing in the direction it is going to push you. No matter how many times I came up on those JPs it felt strange when it shot me up and to the side after seeing the arrow pointing straight ahead.

3. The gap in the bars in front of the SG in the middle need to be made a bit wider. I did snag on the side once and was not useing air control. I try to let the mappers JP/LP path construction take me to where the JP/LP was intended to place me when I test a map.

That is about it. Very minor stuff.

Some good points I noticed.

1. I really like the light trim. Looks sweet and placed well.

2. Great use of space. Though small I can see 3v3 in here with lots of action.

3. Nice feature placement. Plenty of nice things to fill in the map like windows and tranparent/glass floors, but nothing that screams "LOOK AT ME! LOOK AT ME!" to distract the player from enjoying the entire map as one entity. Good work.
Uh, well....good luck with that. :shrug:

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dichtfux
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Post by dichtfux »

Thanks for giving it a try, Magnus!

You're right with all of the points you mentioned, they will be fixed in the next version.


Apart from that: the JP can be used for more than grabbing MH. Try this (in CPMA, vq3 has too little aircontrol):

Image
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ix-ir
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Post by ix-ir »

"Who cares anyway..."

The community sometimes asks why maps are ignored by players, this is why. 90%+ of maps made have no use to anyone other than as CV pieces. The map looks good but is going to be played by ~5 people.
wviperw
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Post by wviperw »

ix-ir wrote:"Who cares anyway..."

The community sometimes asks why maps are ignored by players, this is why. 90%+ of maps made have no use to anyone other than as CV pieces. The map looks good but is going to be played by ~5 people.
I know that's crazy to some of us, but I think that's all the people dichtfux expects to play on his map. There are many mappers in the community who only expect that much, and there is nothing wrong with that as long as they don't ever whine "Why does nobody play my map!"
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pjw
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Post by pjw »

ix-ir wrote:90%+ of maps made have no use to anyone other than as CV pieces.
That's quite an impressive blanket statement.

Not everyone d/ls and plays maps that are only and primarily geared toward serious play, or promode, or perfect balance, or appealing to the masses.

Hell, I have a whole bunch of maps on my HD that are there just because they're fun and different in some way, or just *gasp* because they look cool.

This map was made in direct response to the idea of a 1-on-1 CTF map pack, and what would be ways to make those maps fun and playable. I made a map for it myself, because it was an interesting and fun idea.

I haven't seen a whole lot of "no one plays my maps" whining in this forum, and when it arises, people are quick to respond with sensible concerns and observations about balance and item placement and flow and so on.

I've made a couple of attempts at serious competitive maps, and I think I did okay, but I enjoy making all kinds of maps for all kinds of reasons, and if you're waiting for mappers to suddenly say "I see the light!! Never again will I make a map that breaks the mold of what ix-ir thinks is right and proper!!", then you might as well get comfortable, because it will probably be a while.

[Edit: Sorry dichtfux, I'll try to actually give you some feedback on the map sometime soon.]
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Foo
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Post by Foo »

Suggesting more variation in the ceiling height in the central area. By lofting some bits and dropping others it'll create the effect of there being surrounding constructions...
dichtfux
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Post by dichtfux »

@foo: Good idea, thx!

I'm currently working on beta3, which will most likely become the final version. I already fixed the things Magnus mentioned and am now working on foo's suggestion.

@ix-ir: Forget this map, it's not the kind of map you are interested in. I'd really like to hear your opinion on my latest CPM tourney map though!
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Magnus
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Post by Magnus »

Sorry man. I just found two more issues. Minor really.

1. Your decals on the floor are wanting to z-fight with ammo marks that are hitting in the same spot as a decal.

2. The lights on the wall in the lowest hall in the middle of the bases need to be cliped. Players and bot as well are getting stuck on them and landing on them from above.

Hope this helps some more :)
Uh, well....good luck with that. :shrug:

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v1l3
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Post by v1l3 »

Aside from all of the fun arguments of 1vs1 ctf..., I really like the map...at least once I got the flow down. I prefer it as a 2vs2 map. which I think works perfect regardless of what it made for...really doesn't matter. :shrug: The only thing that I kind of find irritating is the hallways with the pools that have a 25+health in them....slows you down. I dunno, maybe if you get a good steady bhop, you can jump over it? Haven't overplayed it enough.

I think it feels good though =)
dichtfux
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Post by dichtfux »

@Magnus: np, I'll fix that too.

@v1l3: yes, you can jump over them, but it's hard. that path would be to easy a way out of the base (cause LG+YA are there) if it was faster than the other one imo.

EDIT:
Magnus wrote: Your decals on the floor are wanting to z-fight with ammo marks that are hitting in the same spot as a decal.
Does anyone in here know what to do about that?
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dichtfux
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Post by dichtfux »

link updated, beta3 is there.

changes beta2 => beta3
* clipped lamps in lower bases (near YA)
* adapted some textures (JPs)
* minor brushwork changes at base windows
* made passage near RG much bigger
* made landing on bridge after PG-JP easier
* lowered JA under water to keep players from accidently missing it
* added more variation in the ceiling height in the central area

I know that more things could be done, but I'd like to move on to other projects and I'll consider this final tomorrow unless someone finds major errors that need to be fixed.

Does anyone know what to do about the decals (see last post in this thread)?
[color=#FFFFFF][url=http://maps.rcmd.org]my FPS maps[/url][/color]
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