Beta 1 release! 2009-03-17
[lvlshot]http://haukerehfeld.de/mapping/quake3/megadm4/beta1/2009_03_17-22_05_29-015.jpg[/lvlshot]
[lvlshot]http://haukerehfeld.de/mapping/quake3/megadm4/beta1/2009_03_17-22_08_28-459.jpg[/lvlshot]
[lvlshot]http://haukerehfeld.de/mapping/quake3/megadm4/beta1/2009_03_17-22_07_01-436.jpg[/lvlshot]
Duel map, intended for vq3 and promode, and should play fine in both. vq3 gameplay won't be sacrificed for promode gameplay though (-> stairs, ramps, etc.).
Gameplay should be finalised now, unless major issues come up. Feedback on architecture and visuals appreciated.
Download megadm4-beta1 (8.7mb)
More games on new maps please ;-)
Changelog, etc.
megadm4 beta1
Re: megadm4 beta1
hey...nice to see your still around
That's a solid map man...I picked on a bot for a couple matches, and I think it plays well. The look is good..pretty original as those textures haven't been used in alot of maps. I like it!

That's a solid map man...I picked on a bot for a couple matches, and I think it plays well. The look is good..pretty original as those textures haven't been used in alot of maps. I like it!
Re: megadm4 beta1
Very nice map. I think you have way too much armour in this map, it's easy to run along the top and control all 3 armours in a loop.
Love the texture job and use of fog for the bloom effect. One floor texture looks a bit odd, on the second floor halfway between the two yellow armours, there's a doorway and the white trim on the ground looks odd. It breaks off like you wanted it to go through the doorway but then changed your mind. If you can't find it, I'll post a screenshot.
Love the texture job and use of fog for the bloom effect. One floor texture looks a bit odd, on the second floor halfway between the two yellow armours, there's a doorway and the white trim on the ground looks odd. It breaks off like you wanted it to go through the doorway but then changed your mind. If you can't find it, I'll post a screenshot.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
Re: megadm4 beta1
;-)
Obsidian, yeah, i know what texture you mean. I'll see if i can find a nice replacement.
Thanks for the feedback!
Obsidian, yeah, i know what texture you mean. I'll see if i can find a nice replacement.
Thanks for the feedback!
Re: megadm4 beta1
Visuals and architechture are outstanding, great job MegaMan44. I really like the fog blended into the skybox in the MH room.
But I fear the gameplay will not work out. The flow on the upper level is quite dodgy. You can just go around in one direction and in the end the only option despite going back is to drop down. Also the item placement could be better IMO.
Some suggestions I came up with:
- Switch Rail with RL above Mega to make this area more interesting. Dunno if this will work out better but it may be worth a try.
- Remove the Rail ammo completely
- Let the bouncepads push the player more forwards so he will land on the destination level more automatically (especially the jumppad at the lower YA/LG).
- Maybe adding a staircase (or a tele?) from the the upper level of the YA/LG-Room to the GL-platform would increase the flow on the upper level.
- Maybe downgrade the YA in MH-Room to a green armor. I think it would fit the small layout and the adjacency to the MH better. But AFAIK only OSP and CPMA support the GA, VQ3 doesnt. Another solution is to get totally rid of the second YA (MH room) and add a PG there for example. If you ask me, obsidian is right when he says that the map contains too much armor.
Perhaps there are some more minor issues like the health placement, but I could not figure out a better solution. If you add a conjunction between GL and LG as I suggested above it would possibly worth a try to move the two health bubbles from MH room here.
Finally I have to point out again how well polished this map looks. With some more improvements it could be a decent duel map.
Tolle Arbeit, MegaMan44!
But I fear the gameplay will not work out. The flow on the upper level is quite dodgy. You can just go around in one direction and in the end the only option despite going back is to drop down. Also the item placement could be better IMO.
Some suggestions I came up with:
- Switch Rail with RL above Mega to make this area more interesting. Dunno if this will work out better but it may be worth a try.
- Remove the Rail ammo completely
- Let the bouncepads push the player more forwards so he will land on the destination level more automatically (especially the jumppad at the lower YA/LG).
- Maybe adding a staircase (or a tele?) from the the upper level of the YA/LG-Room to the GL-platform would increase the flow on the upper level.
- Maybe downgrade the YA in MH-Room to a green armor. I think it would fit the small layout and the adjacency to the MH better. But AFAIK only OSP and CPMA support the GA, VQ3 doesnt. Another solution is to get totally rid of the second YA (MH room) and add a PG there for example. If you ask me, obsidian is right when he says that the map contains too much armor.
Perhaps there are some more minor issues like the health placement, but I could not figure out a better solution. If you add a conjunction between GL and LG as I suggested above it would possibly worth a try to move the two health bubbles from MH room here.
Finally I have to point out again how well polished this map looks. With some more improvements it could be a decent duel map.
Tolle Arbeit, MegaMan44!
Re: megadm4 beta1
The map was tested over a lot of versions (and about.. 1 1/2 years), the gameplay works out quite well. When I opened some more connections to allow for a 'better flow', that made it much more random and unpredictable.
See this example game. It's quite important not to judge gameplay against bots (as you probably know).
I'll keep the GA and the Rail ammo suggestions in mind. The other changes are too substantial at this stage. If it was still alpha, i would have tried the lg
gl connection.
Thanks for your comments!
See this example game. It's quite important not to judge gameplay against bots (as you probably know).
I'll keep the GA and the Rail ammo suggestions in mind. The other changes are too substantial at this stage. If it was still alpha, i would have tried the lg

Thanks for your comments!
