[Alpha] smdm01 - FFA

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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Silicone_Milk
Posts: 2237
Joined: Sat Mar 12, 2005 10:49 pm

[Alpha] smdm01 - FFA

Post by Silicone_Milk »

Another map I put together today after discovering Radiant 1.5 was installed. After a series of odd errors and bugs I finished the rest of the map (entity placement and texturing) in Radiant 1.4

Anyways, this map is a 1v1 duel style map. I didn't do any pre-planning on the design and I hope that doesn't actually show here.

I'd love to hear some feedback or just general thoughts from you guys.

Obligatory Screens:

[lvlshot]http://i12.photobucket.com/albums/a242/caldiar/Untitled-6.jpg[/lvlshot]
[lvlshot]http://i12.photobucket.com/albums/a242/caldiar/Untitled-7.jpg[/lvlshot]
[lvlshot]http://i12.photobucket.com/albums/a242/caldiar/Untitled-8.jpg[/lvlshot]

Download Here

Thanks!
fKd
Posts: 2478
Joined: Sat Jun 03, 2006 2:54 am
Location: Wellington
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Re: [Alpha] smdm01 - FFA

Post by fKd »

its very dark ingame, add more light. you can rj up onto the top of those columns and see caulked surfaces. layout seems cool, might be easy to own the map, but im no pro.

with a bit of spit and polish i think you are onto something. would make a good ra level as well :D
AEon
Posts: 1816
Joined: Sun Apr 20, 2003 7:00 am

Re: [Alpha] smdm01 - FFA

Post by AEon »

Hmmm :)...
  • More light obviously.
  • On the RL level add JPs, to let you reach the outer paths, that you got onto with the high JPs.
  • Use the central columns to "hang" some platforms onto them on at least two levels, to give the map more paths and a more interesting layout.
  • Completely redo the 2nd arena... mirroring a map is not really that much fun to play, IMO.
There is not really much to comment here, it was a bit of fun playing against bots, but layout and design still leave a lot to the tester's imagination. :toothy:
Silicone_Milk
Posts: 2237
Joined: Sat Mar 12, 2005 10:49 pm

Re: [Alpha] smdm01 - FFA

Post by Silicone_Milk »

Looking at the screenshots on another monitor, I finally understand why I've been told it's too dark :D

I built/tested with a CRT monitor with which I think I tweaked the contrast/brightness of ages ago. It looks nice and bright on my dev machine hehe.

@fKd - I was hoping I could get away with not clipping the top of the pillars :) After a few more rounds with hardcore bots and watching hardcore bots duke it out, I feel that the person with the better aim will completely dominate the map as they can keep an iron grip on the items.

@AEon -
- Of course :)
- I was on the fence with this one. I almost did add the JPs suggested but didn't to see how it would be received by players. Seeing this suggestion without mentioning it tells me that I should probably go ahead and put those in.
- I'll fiddle around with the platform idea and see what comes up.
- I feel the same about mirrored maps. My reasoning for mirroing this one was that it was a 1v1 based on item control and I wanted each opponent to have an equal start/opportunity. After sitting staring at my top-down screenshot I can see some alternative routes to take in this levels design.
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