[q3a] afk beta1 (tourney)

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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evillair
Posts: 65
Joined: Sat Oct 14, 2000 7:00 am

[q3a] afk beta1 (tourney)

Post by evillair »

Here's an old map I had started 4 years ago but decided to track it down (I lost all my copies) and try to fiish it up.

This is made with CPMA in mind.
I'd like comments on layout and item placement. I'm still working on lighting/texturing and structural details atm.

Screenshot:
[lvlshot]http://www.evillair.net/tmp/afk_beta1.jpg[/lvlshot]

> Download (3.8 megs)

Thanks in advance.
[url=http://evillair.net/v4]evillair.net[/url]
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: [q3a] afk beta1 (tourney)

Post by obsidian »

Whoa... good to see you posting here again, EL... and with a WIP!

*Downloads*


Edit: Quick run around the map (in vQ3, don't have CPMA installed) and here are some thoughts:

* Teleporter textures could look more... err... teleportery.
* Sky textures, I suppose are still a WIP?
* RA and YA are super close together, they're literally a single floor apart and you can just jump down.
* I liked the teleporter jump to the second floor by the spinning fan. I think that fan texture would do well for some jump pad.

I haven't tested it against players, maybe if you move those armours around a bit, I'll give it another go in CPMA competitive style. That's my major complaint. Other than that, nice map. Needs more detail, but I'm sure you'll fix that.
v1l3
Posts: 822
Joined: Wed Apr 02, 2003 8:00 am

Re: [q3a] afk beta1 (tourney)

Post by v1l3 »

I was kind of wondering if you were going to stay with your eQ2 textures, or maybe change it a little. I dunno..I've kind of turned into a fan of your eX textures..as I think both of them go together well. Just wanted to mention that=)
About the item/weapon layout.. it's pretty difficult for me to think of it different, as I've been playing this map for like 3 years or so..I'm just used to the way it is I guess.
I recommend people play this with promode enabled!! It's unplayable in vq3...well, just the tele-jumps. I'm really glad that your back at workin on this map. I always thought that it would have been a good cpm-mappack map.
obsidian
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Joined: Mon Feb 04, 2002 8:00 am

Re: [q3a] afk beta1 (tourney)

Post by obsidian »

Nah, I can reach everything in the map without promode, including telejumps. But yes, it would be easier and more fun in promode.
ALMighty
Posts: 542
Joined: Sat Mar 02, 2002 8:00 am

Re: [q3a] afk beta1 (tourney)

Post by ALMighty »

Man, what an awesome map. The layout is just great. I played it with bots for 15 minutes, and it was fun as hell!
evillair
Posts: 65
Joined: Sat Oct 14, 2000 7:00 am

Re: [q3a] afk beta1 (tourney)

Post by evillair »

obsidian, I'll look into what you mentioned. Any ideas where the armor would be better? I'll rearrange the armor for next beta.

v1l3, I'll most likely stick to the eQ2 set, eX is for quake 4. BTW thanks again for sending me the map. :up:

ALMighty, Thanks :)

Any other layout and item problems? I want to get the layout nailed before adding too much details.
[url=http://evillair.net/v4]evillair.net[/url]
v1l3
Posts: 822
Joined: Wed Apr 02, 2003 8:00 am

Re: [q3a] afk beta1 (tourney)

Post by v1l3 »

Absolutely..I've liked the map from it's birth so.. no problem.

About the eX texture pack...I reviewed a map quite a while back, over at ..::LvL. I've played it quite a but because I've liked the way it looks, and it uses those textures. I figured they were for use in Q3 also. The review and download are here
If you get some spare time, you should check it out if you get a chance.
DTS
Posts: 2879
Joined: Thu Jul 13, 2000 7:00 am

Re: [q3a] afk beta1 (tourney)

Post by DTS »

It looks very washed out.

I agree about the teleporters; they could look a bit more like teleporters. I got used to them over the course of a 15 minute game, though. (It looks strange going into something that looks like a wall.)

Also, it looked a bit too brown. I don't like brown at all, though.

It's good that you used steps and a (relatively fast) lift. I don't like bouncepads and something I don't like about some maps is that they have bouncepads going everywhere.

The steps seem too small, though. They're smaller than the ones in the original Q3A maps. It doesn't seem to affect gameplay, though, so it seems to be just a visual thing.

Shame the bots don't get the MH. (Or do they? I didn't notice them getting it, they did wander around under the MH a bit but didn't seem to go round to the lift to drop down onto it.)

I like the bit you have where you can jump up to the RL instead of going up the steps to it.
obsidian
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Re: [q3a] afk beta1 (tourney)

Post by obsidian »

DTS wrote:Also, it looked a bit too brown. I don't like brown at all, though.

Shame the bots don't get the MH. (Or do they? I didn't notice them getting it, they did wander around under the MH a bit but didn't seem to go round to the lift to drop down onto it.)
The textures are based off a Quake II theme, and Quake II was, well... very brown.

Lifts sort of never really worked for vQ3, it was using legacy code and was never really finished for Q3, since it didn't need them. Bots would look at them and scratch their synthespian heads. Most people just use a vertically opening func_door for vQ3. If running CPMA, they were fixed to work properly, though I'm not sure if CPMA bots use them properly.
DTS
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Re: [q3a] afk beta1 (tourney)

Post by DTS »

obsidian wrote:The textures are based off a Quake II theme, and Quake II was, well... very brown.
Q2 wasn't as brown as that. (Q1 was very brown.)

Maybe it's partly to do with the yellow lighting? Q2 had orange lighting. Also, dark orange looks like brown. Maybe you saw the dark orange of the orange lighting and thought things were more brown than they were. I could differentiate between the colour of the lighting and what was being lit (I think) so I could tell things weren't that brown. Grey lit with orange-ish light, mostly.

Actually I didn't think of the lighting as coloured at the time, it wasn't until later that someone working on a Q2 source engine mentioned that the lighting in Q2 was very orange that I thought of the lighting in Q2 as being orange-ish.
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Hipshot
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Re: [q3a] afk beta1 (tourney)

Post by Hipshot »

DTS wrote:Maybe it's partly to do with the yellow lighting? Q2 had orange lighting.
I thought it was yellow :(
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
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roughrider
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Re: [q3a] afk beta1 (tourney)

Post by roughrider »

Good to see you around these parts again EL :)
Grabbing now and will try to give you some feedback soon. Will take me a little longer now though since I have been on dial up ever since I moved from up north down to the big "T".
Team *A51* Q3 & QL
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