Q3A map - q3ct1 alpha

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
Post Reply
cityy
Posts: 1020
Joined: Mon Aug 10, 2009 8:23 am

Q3A map - q3ct1 alpha

Post by cityy »

This is my first q3 map. It's still an alpha version - I'm currently working on layout and searching ideas for a nice map sheme.

Screenshots:

http://img197.imageshack.us/gal.php?g=shot0005a.jpg

Download:

http://www.2shared.com/file/7313625/1df1fe6/q3ct1.html

Textures:

I'm using some of evillairs great textures (evil7, dsi and evil8) and some are my own created with references from cgtextures.com.

It would be great to get some feedback.
Ty, cityy :shrug:
Kaz
Posts: 1077
Joined: Wed Mar 08, 2006 3:43 am

Re: Q3A map - q3ct1 alpha

Post by Kaz »

The bottom of the map as well as some other areas are way too dark to see anything, it might be worth it (just for gameplay feedback purposes) to give it an ambient or minlight value of maybe 20-30? It's hard to run around otherwise.
cityy
Posts: 1020
Joined: Mon Aug 10, 2009 8:23 am

Re: Q3A map - q3ct1 alpha

Post by cityy »

Kaz wrote:give it an ambient or minlight value of maybe 20-30?


How do I set a minlight value? Just put some lights with "light 30" all over the map?
www.ferdinandlist.de/leveldesign
User avatar
Hipshot
Posts: 1548
Joined: Sun Jan 20, 2002 8:00 am

Re: Q3A map - q3ct1 alpha

Post by Hipshot »

You might as well place around some lights manually, then the light won't be so flat and you see the geometry easier.
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
ShadoW_86
Posts: 270
Joined: Tue Jan 08, 2008 1:20 pm

Re: Q3A map - q3ct1 alpha

Post by ShadoW_86 »

You have to add all important items, like health and ammo to even start real gameplay testing. Right now it's hard to tell anything. Bots tend to love lowest area, and don't use rest of map almost at all. Atm it's - get a RL and spam that area - game type. Also as it was mentioned, it's too dark. Add ambient lightning (for layout testing time only!) - select one of brushes, then press n, you have properties window now open, and 'worldspawn' entity shoud be selected in it. In key pole type 'ambient', and in value '30' or sth. Enter. Now you should have new entry added (ambient 30) right above 'classname worldspawn'. Don't forget that ambient light should later remove :). And this map looks to be inspired by ql's Trinity and Asylum pretty much ;).
[url]http://shadowsdomain.wordpress.com/[/url]
cityy
Posts: 1020
Joined: Mon Aug 10, 2009 8:23 am

Re: Q3A map - q3ct1 alpha

Post by cityy »

Ok, thank you guys for the first feedback - I'll continue work today :)

I'm pretty much fan of method's work and have not that much experience yet - I thought it would be ok to do things simular like they are already done. Just for the beginning - to figure out how things behave and work.
sock
Posts: 424
Joined: Sat Sep 09, 2000 7:00 am

Re: Q3A map - q3ct1 alpha

Post by sock »

I did a quick run around in the map and it is very dark at the bottom, need some hot lighting somewhere to contrast it. use minlight/ambient while alpha testing. The layout did not feel good to me, there was alot of stairs and I felt like I was mostly going in the same route all the time, variety and choice was difficult at times.

The theme you have at the moment is disjointed and it feels like you are experimenting with what to do. If you want to stick with the height aspect and darkness below then I recommend you try this:
http://www.seanax.com/wp-content/upload ... runner.jpg

You can create the height detail easily and jumping across building tops would be fun, setup a modelled landscape skybox and voila you have moody shanty style theme. The lighting would mostly be neon stuff with maybe some animation signs etc. You could even do the floating ship stuff easily with a model either in the skybox or floating above/around the top of the map. Pick stuff from cgtexture to get the gritty look and make sure the lighting is hot/cold to show off the contrast. Lots of opportunity for broken buildings to climb all over for extra CPM style routes and the tech angle so you can have fancy shaders and JPs.

Some example maps to help:
http://www.lvlworld.com/review.php?id=1972
http://www.lvlworld.com/review.php?id=793
http://www.lvlworld.com/t.php/Optimal+-+Ishii

Hope that helps
Sims
Well he was evil, but he did build alot of roads. - Gogglor
My [url=http://www.simonoc.com/]Website[/url] & [url=http://twitter.com/SimsOCallaghan]Twitter[/url]
cityy
Posts: 1020
Joined: Mon Aug 10, 2009 8:23 am

Re: Q3A map - q3ct1 alpha

Post by cityy »

Thank you for that load of tipps - I really like your ideas. Ambient light thing is already done and now I will take a look at the maps you postet.
Pick stuff from cgtexture
Since cgtextures needs registration I'm a bit unsure about the site. Terms of use may be a bit wired now. Though - I also rly like to take photos and create my own textures.
you can have fancy shaders
Learn how to use shaders - wired for me :< I'm on it.


Edit: I have a problem with a custom skybox. I created 6 brushes arround the map, gave the inner sides the skybox textures and put caulk on the other sides. Now everything in my map is black!? What am I doing wrong?
InsaneKid
Posts: 111
Joined: Tue Apr 01, 2008 8:51 pm

Re: Q3A map - q3ct1 alpha

Post by InsaneKid »

oh, ppl ...pls use other fileStorin-WebSites ...
i got probs with Java-PopUps ...
and cant test the map! :/
Reward urself: Do GOOD!
cityy
Posts: 1020
Joined: Mon Aug 10, 2009 8:23 am

Re: Q3A map - q3ct1 alpha

Post by cityy »

I will change it with the next release which will come this week!? Any filehoster you recommend?
www.ferdinandlist.de/leveldesign
InsaneKid
Posts: 111
Joined: Tue Apr 01, 2008 8:51 pm

Re: Q3A map - q3ct1 alpha

Post by InsaneKid »

i dunno too! :>
im usin FileFront for a long time now. :up:
Reward urself: Do GOOD!
Post Reply