phantct3dm1 - Collaborative 1vs1 Map

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

phantct3dm1 - Collaborative 1vs1 Map

Post by cityy »

Yo dawgs,
phantazm11 and me started working on a duel map together. It is a 4 room layout based on phantazm11's most recent tourney map.
At the moment we are looking for some gameplay feedback. Clipping hasn't been done yet.

Download: http://dl.dropbox.com/u/15072710/phant_ ... ct3dm1.pk3 (390kb)

[lvlshot]http://dl.dropbox.com/u/15072710/phant_cityy/phantct3dm1_alpha.jpg[/lvlshot]
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EmeraldTiger
Posts: 392
Joined: Fri Sep 17, 2010 1:53 am

Re: phantct3dm1 - Collaborative 1vs1 Map

Post by EmeraldTiger »

Hey,

I just gave this a test run in vq3. Overall it has good connectivity and layout but I do have a few suggestions:

- I would strongly consider adjusting the stepheight in some areas, particularly the RA crates. In CPM you can tackle all the crates and grab RA / RL but in vq3 due to smaller stepheight, you can`t jump any further, forcing you to grab it by jumping from the RG or the RL right next to the RA.

- In the LG room, there is an angled jump pad which takes you to the MH. It seems that the area right next to the ledge which the jump pad departs you at (next to the LG) seems rather empty, it stops at a dead end and there is almost no reason to go there. I would add something to make players want to go there, albiet taking a risk to do so. Perhaps put a 50+ health bubble or some ammunition there to fill up that space. Alternatively, you could just take out that area and put some lava / slime in it`s place, or do a combination of both (Purgatory BS-style)

Overall it seems your map is pretty CPM-oriented. Although you can make it a map that`s designed purely for CPM gameplay I would strongly recommend making it playable in both styles as it would target a wider audience, and, if you plan to port it to QL, more friendly towards those physics as well. Plus, there are some people (including me) who personally prefer Q3 physics. It would be best, IMO, to consider both groups.

Cheerio! Good luck with your map! (to both cityy / phant)
[color=#00FF00][b]EmeraldProductions[/b][/color]
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cityy
Posts: 1020
Joined: Mon Aug 10, 2009 8:23 am

Re: phantct3dm1 - Collaborative 1vs1 Map

Post by cityy »

The map is not made for cpm but I always test in cpm/cq3 that's why I messed up the crates - will look into making them work for vq3 aswell. There actually is a GA next to the LG jumppad. :P

Off topic:
Even if you prefer vq3 you should use cpma - you can vote vq3 gameplay in cpma with "callvote gameplay vq3". That way you can play vq3 and still have the competetive features of cpma.

Thank you for the input!
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cityy
Posts: 1020
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Re: phantct3dm1 - Collaborative 1vs1 Map

Post by cityy »

[lvlshot]http://dl.dropbox.com/u/15072710/phant_cityy/shot0003.jpg[/lvlshot]

Trying to get an idea about architecture. Shooting for a gothic theme.
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EmeraldTiger
Posts: 392
Joined: Fri Sep 17, 2010 1:53 am

Re: phantct3dm1 - Collaborative 1vs1 Map

Post by EmeraldTiger »

Oh my gosh... cityy doing a gothic-themed map? :eek:

j/k, looks wicked man. :up:
[color=#00FF00][b]EmeraldProductions[/b][/color]
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cityy
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Re: phantct3dm1 - Collaborative 1vs1 Map

Post by cityy »

Silence used id's gothic set aswell! :P
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cityy
Posts: 1020
Joined: Mon Aug 10, 2009 8:23 am

Re: phantct3dm1 - Collaborative 1vs1 Map

Post by cityy »

[lvlshot]http://dl.dropbox.com/u/15072710/phant_cityy/shot0009.jpg[/lvlshot]
[lvlshot]http://dl.dropbox.com/u/15072710/phant_cityy/shot0008.jpg[/lvlshot]

Hope it's ok that I just continued to work on it tom. <3
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EmeraldTiger
Posts: 392
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Re: phantct3dm1 - Collaborative 1vs1 Map

Post by EmeraldTiger »

Beautiful man... reminds me of Black Cathedral. :up:
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cityy
Posts: 1020
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Re: phantct3dm1 - Collaborative 1vs1 Map

Post by cityy »

Everybody say hello to alpha2!

Download: http://dl.dropbox.com/u/15072710/phant_ ... alpha2.zip

ToDo:
- create more textures
- lighting
- clipping
- propper sky
- hinting

[lvlshot]http://dl.dropbox.com/u/15072710/phant_cityy/shot0010.jpg[/lvlshot]

Enjoy!
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dONKEY
Posts: 566
Joined: Mon Oct 15, 2001 7:00 am

Re: phantct3dm1 - Collaborative 1vs1 Map

Post by dONKEY »

I love this so far, reminds me of Myth's Citadel Fantasia in miniature.
Few small things on visuals so far:
I have missing textures on the ironcross light;
and watch the texture alignment on the inside top of the arches. The brick arches on the lower level especially, the patch texture needs rotating.
The glass windows are a lovely blue, is there anyway they could look more glass like though?
Very nice work so far guys, impressive stuff.
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Hipshot
Posts: 1547
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Re: phantct3dm1 - Collaborative 1vs1 Map

Post by Hipshot »

One way to make the glass look more like glass is to make some specular to it, and have the alpha being differently bright and dark on different glass sectors, then add a tcGen environment on that.

Could also make it slightly transparent and put the blue light behind the glass.
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
cityy
Posts: 1020
Joined: Mon Aug 10, 2009 8:23 am

Re: phantct3dm1 - Collaborative 1vs1 Map

Post by cityy »

Thanks for the feedback guys - tom remade the window texture and I spent time with tweaking the shader today. Special thanks to hipshot. <3

[lvlshot]http://dl.dropbox.com/u/15072710/phant_cityy/shot0012.jpg[/lvlshot]
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