ct3tourney2

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
cityy
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Re: ct3tourney2

Post by cityy »

You're having 1 screen posted twice there Anthem.. =) Which TP you think should be in and which should be out now?
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Anthem
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Re: ct3tourney2

Post by Anthem »

Sorry. I knew I would do something like that.

Anyway, I think all the TPs should be taken out except for the one on the top level and the one in the "monotonous" hallway. The target_location should stay the same for the TP on the top level, but I think the "monotonous" hallway TP target_location should be changed to the one shown above. (The location at the wooden plank doorway opposite of the upper TP).
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deqer
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Re: ct3tourney2

Post by deqer »

cityy wrote:Thanks, for the huge amount of feedback guys! I'm gonna look into it. :)

Edit:
@deqer: http://www.youtube.com/watch?v=hlE_jjZxg4U That jump works fine for me!?
i c wut u did thar. lol

no no. this is what I meant:
http://www.youtube.com/watch?v=DjaiazvAnfE

:)
Kaz
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Re: ct3tourney2

Post by Kaz »

This is a nice little map! Just some preliminary thoughts having run through it for a few minutes:

-Maybe try to recess the geometry behind the fans, right now it's a fan directly on top of a "metal"-ish texture, which does not necessarily make sense.
-Also, where you have the e6 grate with no transparency and no fans behind it in little boxes on the walls, I'd also recess and make them transparent.
-The JP effect would look cool if it were larger at the bottom and then shrunk as it moved vertically.
-I think the water should not be moving very fast at all, maybe have some "splashing"?

I'll be back later on with some more feedback, looking forward to the next iteration!
Anthem
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Re: ct3tourney2

Post by Anthem »

Clip this, sir:

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cityy
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Re: ct3tourney2

Post by cityy »

Update: http://cityy.explicits.de/uploads/maps/ ... _beta4.zip

Changes:

- a lot of clipping..
- removed the two TPs near the MH
- added floor trim
- some more minor changes
- using evillair's e7 rain now

I am not sure what to do with that hallway from the PG to the RL yet..

[lvlshot]http://cityy.explicits.de/uploads/maps/ct3tourney2_beta/shot0099.jpg[/lvlshot]
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AEon
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Re: ct3tourney2

Post by AEon »

I agree with Kaz, on close inspection all the fans on the walls should actually "lead" into a dark cavity. I.e. cut into the wall geometry, to make actually sense.
  • When standing at the RL, looking towards the RA, the window on the wall to the left was clipped. So now you can easily get from the RL platform right to the RA with two jumps. Alas something went wrong with the clipping. You can now jump "onto" to top edge of the window, and when you jump onto the med plank covering the window, you get blocked by the windows left edge for some reason.
  • The YA two planks top ends are still floating above the ground. I'd also shorten the planks somewhat to reduce the amount of wood that overlaps the top floor.
  • The rain now IMO is fine. It's less noticeable... again I think that is good.
  • Your respawn decals are a bit strange... the squares with a square hole in them. From the beginning I had the feeling I was not "seeing" correctly... as if a texture should actually have been here, instead of the burned away square. Hmmm... not sure what to suggest... maybe better use a wooden "shard" or fragment as respawn placeholder for weapons or maybe some "flat" bricks... that are noblock (i.e. you cannot bump into). I'd also suggest different respawn decals / brushwork for weapons vs. items (RA, MH, YA). Just a personal preference here... but as mentioned I was always confused by the square design or the respawn decals. Maybe upping their transparenly by 50% would make them stand out less...
  • The TPs are pretty much fine, AFAICT... they are fun to use and help connect the map.
  • JPs still have over-bounce.
  • The "outside" corridor near the RL... with the TP... just musing here... maybe placing a weapon here would make folks use it more, much like this worked for the LG corridor. Not sure this is actually a good idea... just a thought.
  • I was wondering why I was not dominating the open map more. Teeheehee... the lack of the RG... but it is actually good that there is no RG in FFA. So all is well.
  • Clipping seems to be better now... for the cases I checked.
Anthem
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Re: ct3tourney2

Post by Anthem »

Clip:
[lvlshot]http://i105.photobucket.com/albums/m231/Lowerboy444/1-12.jpg[/lvlshot]

About the window near the RA: Perhaps make the clip angle down like so:

Image

I like how the teles are now. Rain is good too. :)
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^Ghost
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Re: ct3tourney2

Post by ^Ghost »

Anthem wrote:Clip:
[lvlshot]http://i105.photobucket.com/albums/m231/Lowerboy444/1-12.jpg[/lvlshot]
beat me to it... but clip all those areas like that

also in cpm gameplay it would have more flow if there was something here like a box to dj onto without having to use jumppad to kill all momentum
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ShadoW_86
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Re: ct3tourney2

Post by ShadoW_86 »

Hey cityy!
Very nice map :). I love the texture set, excellent work. Same thing wiht the design, map look really professional, but a little too much "Method's QL maps inspired" for me :). But that's just the matter of the personal taste.

Here are few things that came to my mind while testing the map:

-Move gate near LG so it's centered to tele's exit, right now it happen to block me while I'm coming from tele, and make strafe jumps. Plus it will look better :).
-tbh, I really don't like those big lamps. I think they doesn't fit at all to this map, and outstands aesthetically from the rest of the design
-Fix patch mismatch seen on the picture 2
-Add some detail (maybe light or pipe or two) in one of the alleys (picture), right now it looks really boring, comparing to the rest of the map
-the sky looks awesome, but think it lights up a little to often :), looks a little it werid.
-map is too simple to be great 1v1 experience. I'm not sure what is your goal with this map, maybe you just want to make nice small level for few fights, just as I did with my Hipertrofia map, but if you want to have real competitive map, you should make it more complex. Look at my last picture, I've marked there my gameplay route (yes, it's just one circe-based path). Half of the map was not used by me at all, and actually I didn't enjoy it too much :/. I didn't had to explore the map, it was enough for me to take main items one after another, and my opponent was coming to me by himself. It would be really good to add more passages, and even better another storey (yes I know how much work it is), because right now all the game takes place on the ground floor.

Check out the pictures, and their comments.
Please don't take my notices badly, I really like the level, and think that it has great potential.
ct3t2_01.jpg
ct3t2_02.jpg
ct3t2_03.jpg
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ShadoW_86
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Re: ct3tourney2

Post by ShadoW_86 »

Second part of my post, see above :)
ct3t2_04.jpg
ct3t2_05.jpg
ct3t2_06.jpg
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cityy
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Re: ct3tourney2

Post by cityy »

Alright, thanks again - good to get much feedback! :)

Update: http://cityy.explicits.de/uploads/maps/ ... _beta5.zip

I decided not to do any big layout changes anymore. Creating this map was a big learning process again.. that's cool and helped me a lot but it wasn't intended to be a super complex map with outstanding gameplay. This is most likely to be the last beta so if I anyone has suggestions: now or never :D

In this version I fixed some things regarding clipping, added some stuff for cpm and made some other small changes.
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Anthem
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Re: ct3tourney2

Post by Anthem »

[lvlshot]http://img714.imageshack.us/img714/1303/37202667.jpg[/lvlshot]

Clip that. :)

A small nag: The ramp added for cpm-friendly movement is a bit too.. obvious. For vq3 it holds no purpose. Perhaps make it tall enough to enable a vq3 player to jump up there without using the jump pad?

Anyway. You have developed this map rather nicely. I am glad you have learned a bit from this experience. I really enjoy your work and I look forward to seeing your maps in the future. Good luck with this map's release.
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cityy
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Re: ct3tourney2

Post by cityy »

Damn clipping.. :toothy: I have botclip there and forgott player clip..

Thanks for all your feedback Anthem - helped me a lot. :)
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foralarx2k3
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Re: ct3tourney2

Post by foralarx2k3 »

Hey cityy,

Really nice map. It's probably a sign of the quality of the map when the only things I can think of are final touches that would add to the map. It's overly light for the middle of a thunder storm and the constant thunder claps are a bit much for my liking. I'd personally lower the lighting to make it a little more darker and moodier and space out the thunder claps ... also I might be inclined to mix up the thunder clap with a couple of other thunder clap samples, done at different random spacings, to give it that extra bit of ambience. Last thing I thought would be a nice touch, would be to make one of the lights in that long corridor flashing like the bulb was about to go. Oh and last thing .. bit too much ammo for such a small map, especially in 1v1. I might be inclined to make some of them FFA / TDM only.

Of course my normal feedback statement applies... These are my personal feelings and others, including yourself may or may not agree with them. If you choose to act on any them then great, if you don't then that's fine, it's your map after all :)

Hope that helps

Ian AKA FoRa.
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AEon
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Re: ct3tourney2

Post by AEon »

Some finalizing trim / deco / clip thoughts:
  • Image
Plus the comments I made for the previous betas (e.g. YA planks floating).
foralarx2k3
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Re: ct3tourney2

Post by foralarx2k3 »

re: Teleporters ... I'm inclined to agree with Vile, in that they'd look great free floating with a slight bob ala Q1 stylee. And give them a slight / quiet machine hum as well to add to the ambeince. :) (same opion feeback applies as my previous post)

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AEon
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Re: ct3tourney2

Post by AEon »

Be sure to double-check and fix the texture alignment above your doorway arcs (brick patches). The one over the door opposite of the the lower TP that leads to the YA, and also the end of the outer corridor from the RL, just when you enter the MH arena have an offset if you look closely. There are probably a few more cases.
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roughrider
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Re: ct3tourney2

Post by roughrider »

I like this map, is a pretty good dueling map for sure. Have a few things for you though, one of which is mentioned in an earlier post and I think you may have forgotten about.

This pic here, if you look at your boxes in this corner, the one shown, you can look through to the wall. Check it out in game and you'll see what I mean. Is hard to see it in the pic but it's there.
shot0023.jpg
This one, up in the corner where the I have it circled, there's a small square spot in that trim where it looks to be caulk and you can see through it and are looking at the sky. You can see the white spot in the pic.
shot0027.jpg
This is one of the things that was mentioned in an earlier post. Need to player clip the whole map except for one spot. You did one location, which is a small hole, but the rest is unfinished.
shot0028.jpg
Here, you have sparklies showing where that patch meets the piece jutting out of the wall.
shot0029.jpg
This pic you will also see sparklies at this archway. Are you using bevels or endcaps when you did the archways? I saw sparklies at all the archways I looked at. Depending on your answer to endcaps or bevels, I will tell my thoughts on why you are getting sparklies.
shot0024.jpg
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skinNCNmaster
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Re: ct3tourney2

Post by skinNCNmaster »

no corner vertex(or end of row/column[edge] vertex) on a patch should ever meet the middle of an edge of either another brush or patch
cityy
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Re: ct3tourney2

Post by cityy »

Just a few moments too late guys..I already submitted it to lvl :/ probably gonna fix these things tho. Gonna contact Tig about it. AEon already complained about the sparklies btw.. I can't see them but I will look into it.

Edit: I use end caps for the doorways.
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skinNCNmaster
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Re: ct3tourney2

Post by skinNCNmaster »

hey city, there are still a few mistakes in this file, but take a look at the patches.. might help ya figure them out a bit..

http://www.filedropper.com/hunabku

the map file for my current patch work map.. the one in the screenies thread.

this guys has this tutorial for arches and he does them incrorrectly..
Image
an example of an incorrect arch. the column edges meet the edge row of the brush and cause the sparklies.


the caps for the arch should be FANS, starburst fans shape... triangular facets.
Image

a good tutorial here which is still not a perfect tutorial, he neglects to clip the brushwork in the arch into the correct pieces.
Image
dONKEY
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Re: ct3tourney2

Post by dONKEY »

I tend not to be quite as anal as skin about optimization...but I have a ton of tuts on my site (leveldk that cover this kind of stuff. Quite a lot of the time if it doesn't cause a problem it's OK to allow q3map2 to slice brushes up into triangles. Too much striving for building perfection can become a break on creativity. I did get quite cross about the really really low standard of mapping skills demonstrated by some very well received Q4 mappers though :)
All that apart I really like this map :)
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roughrider
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Re: ct3tourney2

Post by roughrider »

cityy wrote: Edit: I use end caps for the doorways.
Is better to use 2 bevels instead of an endcap as it causes those sparklies, as mentioned. I used to use endcaps back when I first started mapping then someone, can't remember who, came along and told me about the endcap/bevel thing. Since then, I use 2 bevels and make them meet center above the door/archway, and in game it looks like I could have used an endcap there. I have never made the bevels above my doorways like skin shows in his pics and I haven't had any problems with how I do it.

Main thing is it seems that because of the way the patch is applied in the case mentioned, bevel vs endcap, bevel wins.
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dONKEY
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Re: ct3tourney2

Post by dONKEY »

You can use endcaps for archways, that isn't a problem. Just don't use inverted endcaps to cap the arch, use inverted bevel caps.
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