[Final] pukka3tourney6 - kamasutra

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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sumatra
Posts: 325
Joined: Sat Feb 12, 2005 10:02 pm

[Final] pukka3tourney6 - kamasutra

Post by sumatra »

OK, finally I finished a Final version of the Quake 3 map that I've been working on.
The map is setup for Tournament and Free For All.
I put in two further mapconfigs (a version for FFA with Quad Damage and a version with Railgun), that can be voted in cpma.

Thanks for all your feedback.

Go and get it. :cool:
Hope you enjoy!

Image

Image

Image

Download ~ 13 MB
Last edited by sumatra on Fri Aug 28, 2009 11:20 am, edited 1 time in total.
[url=http://www.pukkadesign.com][color=#41c0eb]..::pukkadesign.com[/color][/url]
fKd
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Location: Wellington
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Re: [Final] pukka3tourney6 - kamasutra

Post by fKd »

really good job man, well done
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Hipshot
Posts: 1548
Joined: Sun Jan 20, 2002 8:00 am

Re: [Final] pukka3tourney6 - kamasutra

Post by Hipshot »

The plants against the sky = Miami Vice =)
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
AEon
Posts: 1816
Joined: Sun Apr 20, 2003 7:00 am

Re: [Final] pukka3tourney6 - kamasutra

Post by AEon »

Interesting use of textures in this map. Ironically the more "provoking" purple sky does not actually play much of a role when playing the game, since one rarely looks up (well I seldom do). Those round "car headlights" take some getting used to, but are quite original, same is true for your weapon respawn pads. I am not quite sure about the design of the TPs, creative yes, but they actually seem to "blind" the player with their perceived glare. I'd have liked to have "round holes" in all those walls, where you placed the headlights, that would have been quite "evil" on the tri counts though I imagine.

Map plays really well, and is quite fun. Phobos, that "b*st*rd", seems to like to camp near the PG thus scoring bigtime in vQ3 (on Hardcore). Fighting seems to concentrate on the central arena mostly.

Interestingly I actually saw one of the bots jump the slight ledge to get the MH, hmmm, is there some code one can add in the maps to make bots do that, or is it strictly random? One could probably add a "hidden" bot_clip ramp to "help" bots take such ledges but that would look awkward.

I wonder how the map would play without those TPs... using JPs/APs... I am probably a minority, who likes the gameflow non-erratic and continuous.

Nice map anyway.
v1l3
Posts: 822
Joined: Wed Apr 02, 2003 8:00 am

Re: [Final] pukka3tourney6 - kamasutra

Post by v1l3 »

The map turned out very nice man =) , though on one of the tele exits you bang your head and get caught mid-air coming out from a tele-jump(using promode physics).
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