Maximus Overdrive (pasctf3) - Quake III Team Arena

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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EmeraldTiger
Posts: 392
Joined: Fri Sep 17, 2010 1:53 am

Maximus Overdrive (pasctf3) - Quake III Team Arena

Post by EmeraldTiger »

First of all, I want to say thanks to Obsidan for helping to unban my account so I could make it inside this forum. So I thought that I should go ahead and post one of my maps for the people at q3w to see. Please note that it`s already finished and I do not plan on re-releasing a new version as I have other projects on my hands. It also only supports TA, due to certain issues I had with textures and all. You can still play it in vq3 if you like, but be prepared to be bombarded with missing textures.

The map is a hybrid combination of Apocalypse Void (q3dm19) and Vortex Portal (mpteam6). It was
designed for CTF, and also supports all Team Arena gametypes. (One Flag, Harvester, and Overload) The bases consist of several support-bounded platforms, accessible by mobile platforms or accelerator pads. The distance between the flags and the portals is quite long, but with the accelerator pad beside the SGs, the Scout rune, and some clever rocket jumping skills, one can dominate this map. Fortunately, defense also has the advantage that they can camp at various locations all over the base in a staggered tactical formation, where anyone attempting to capture the flag must endure consistent ambushes as they head for the exit.

Download: http://www.mediafire.com/?k95jx05jbwha4h7

Screenshots: http://emeraldproductions.weebly.com/ma ... drive.html
[color=#00FF00][b]EmeraldProductions[/b][/color]
http://emeraldproductions.weebly.com/index.html
ShadoW_86
Posts: 270
Joined: Tue Jan 08, 2008 1:20 pm

Re: Maximus Overdrive (pasctf3) - Quake III Team Arena

Post by ShadoW_86 »

Lol, your blog looks totally like rip-off from my own...
[url]http://shadowsdomain.wordpress.com/[/url]
cityy
Posts: 1020
Joined: Mon Aug 10, 2009 8:23 am

Re: Maximus Overdrive (pasctf3) - Quake III Team Arena

Post by cityy »

:olo:

Also congrats for being the new youngster on the forum.

I don't wanna offend you but you might want to consider changing the theme or at least the structur of your page if shadow is not fine with it. I'm certain you will find another nice theme that suits you.
Last edited by cityy on Thu Dec 30, 2010 1:46 pm, edited 3 times in total.
www.ferdinandlist.de/leveldesign
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Eraser
Posts: 19177
Joined: Fri Dec 01, 2000 8:00 am

Re: Maximus Overdrive (pasctf3) - Quake III Team Arena

Post by Eraser »

Looks cool. First thing from the screenshots: those support pillars look far too weak to support the structure. Make something more interesting and robust out of it.
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: Maximus Overdrive (pasctf3) - Quake III Team Arena

Post by obsidian »

Lighting also looks a little too uniform, put in some strong, angled directional lights in the sky shader and keep fill lights to a minimum. Don't use ambient.
[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]
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