ct3ctf1 by cityy (RC)

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
Anthem
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Re: ct3ctf1 by cityy (alpha 2)

Post by Anthem »

I like that you're breaking up the monotony of reds with green. That's what I'm doing with my current project. Keep it up! I still want a beta! :D

Edit: I'm also glad you decided to put something of value in the water. This makes the area a lot less like a death trap, and more like a path way. Consider it like the ice in Siberia. If someone doesn't use the ice correctly, it will be a slow and hazardous path through the ice. However, if used correctly, a player can take medkit and go. In this instance, it's a bit more defensive, but at least players will have a small prize for falling in the water regardless.
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cityy
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Re: ct3ctf1 by cityy (alpha 2)

Post by cityy »

[lvlshot]http://cityy.explicits.de/uploads/maps/ct3ctf1/shots/shot0189.jpg[/lvlshot]
[lvlshot]http://cityy.explicits.de/uploads/maps/ct3ctf1/shots/shot0188.jpg[/lvlshot]
Might remove the fog later.. it certainly takes away at lot of contrast. Currently just getting every area on an equal level of detail to start working on lighting and getting out a beta.
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Delirium
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Re: ct3ctf1 by cityy (alpha 2)

Post by Delirium »

lookin nice :up:

Where are the shadows? it looks like your using ambient lighting D:
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cityy
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Re: ct3ctf1 by cityy (alpha 2)

Post by cityy »

My shadows were on vacation.. they sent photos. :D
[lvlshot]http://cityy.explicits.de/uploads/maps/ct3ctf1/shots/shot0190.jpg[/lvlshot]
Getting there..

http://cityy.explicits.de/uploads/maps/ ... ot0191.jpg
Created myself a jumppad texture today - abused hipshot's jumppad grid texture.

http://cityy.explicits.de/uploads/maps/ ... ot0192.jpg
Shadows.

http://cityy.explicits.de/uploads/maps/ ... ot0193.jpg
Lighting looks way better without the fog.
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Anthem
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Re: ct3ctf1 by cityy (alpha 2)

Post by Anthem »

It's looking good! I think you should add some more green into the mix in order to associate it with the color theme a bit more. Perhaps using moss, ivy and vines you can achieve this.
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sumatra
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Re: ct3ctf1 by cityy (alpha 2)

Post by sumatra »

wow, looking really nifty :-)

In screenshot 2 you could even work with the texture projection of q3map2.
I haven't tried this yet, but you could project the shadow of the fence from above.
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dichtfux
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Re: ct3ctf1 by cityy (alpha 2)

Post by dichtfux »

Looks good cityy! I'll try it soon (after my final exam).
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cityy
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Re: ct3ctf1 by cityy (alpha 2)

Post by cityy »

BETA1

Download: http://cityy.explicits.de/uploads/maps/ ... _beta1.zip

Feedback:
- general thoughts about the design/theme
- item placement
- spawns

To be done:
- clipping
- better lighting
- mid spawns
- optimization with hints
- visual cleanup

[lvlshot]http://cityy.explicits.de/uploads/maps/ct3ctf1/shots/ct3ctf1/beta/ct3ctf1.jpg[/lvlshot]

Hf. :)
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Hipshot
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Re: ct3ctf1 by cityy (alpha 2)

Post by Hipshot »

Light... damn.
So dark!
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cityy
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Re: ct3ctf1 by cityy (BETA)

Post by cityy »

Turn your gammas up!
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Anthem
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Re: ct3ctf1 by cityy (BETA)

Post by Anthem »

I agree with Hipshot... Let there be light!

Some small errors:

Image

http://i787.photobucket.com/albums/yy15 ... tf18-1.jpg

I feel like this larger scale brick doesn't fit with the smaller scale brick found throughout the map (white line = border):

http://i787.photobucket.com/albums/yy15 ... tf15-1.jpg

These trims don't mesh very well:

http://i787.photobucket.com/albums/yy15 ... tf16-1.jpg

I would use a vertical brick texture on these parts to border the tops and bottoms of the pillars:

http://i787.photobucket.com/albums/yy15 ... tf17-1.jpg

This "grate" texture seems a bit out of place when used simply as a floor texture. I recommend making it floor tile rather than the grate or wood.:

http://i787.photobucket.com/albums/yy15 ... 3ctf19.jpg

I think this wall would benefit from having a pipe or some sort of platform on the wall to make the second level in the flag room a bit more apparent.

http://i787.photobucket.com/albums/yy15 ... tf13-1.jpg

It's coming along very nicely. I think it was wise to take red armor out of the mid since there are two yellow armors per base. The medkit is definitely a nice touch. That helps balance the health (with mega health) in each base as well. I think I still prefer replacing the lightning with the rocket launcher, though. The rocket launcher is usually a bit more centralized. You also may be able to benefit by adding trims to some more of the edges (particularly those on the ceiling). I also think you should add a reason for the water "pits" to be there (use pipes). Good job!
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cityy
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Re: ct3ctf1 by cityy (BETA)

Post by cityy »

Ty for the quick reply Anthem. Gonna look into the small things later.
Changed the lower mid layout:
[lvlshot]http://cityy.explicits.de/uploads/maps/ct3ctf1/shots/shot0196.jpg[/lvlshot]
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ShadoW_86
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Re: ct3ctf1 by cityy (BETA)

Post by ShadoW_86 »

Slime with low light emiting level would be soooo cool there, instead of 'hurting water' ;). Tho the room looks already way better then in last version.
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Anthem
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Re: ct3ctf1 by cityy (BETA)

Post by Anthem »

I second what shadow said. Either make the central water slime that does damage, or make the water deep enough so it impairs movement.

I like the center much better now. It's much more open. I have to say, though, this map is a lot like Iron Works.
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sumatra
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Re: ct3ctf1 by cityy (BETA)

Post by sumatra »

As it's too dark at the moment I tested the map with vertexlight. So, bring in some light there already :owned:

I don't agree to swap LG with RL. Ithink the RL works very fine near to the base.

I miss the railgun for some reason but I understand why you left it out for now.
The mid is wide open at the moment. However adding RG or not I suggest you to add a little bit more structure to the mid area.
Here an example which could work:

Image

Maybe you can get into some games on #cpmpickup on quakenet, you'll need some luck though. :ninja:

But generally I like the layout very much. Reminds meof the newer layouts of QL as well... :up:
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cityy
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Re: ct3ctf1 by cityy (BETA)

Post by cityy »

Oh, I made it like this already:

[lvlshot]http://cityy.explicits.de/uploads/maps/ct3ctf1/shots/shot0197.jpg[/lvlshot]

Also the railgun is there, you even have it in your screenshot :O

*forgot to post*
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sumatra
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Re: ct3ctf1 by cityy (BETA)

Post by sumatra »

Ah, looking good, so you have some coverage in mid fights...
Shootthrough grates?
cityy wrote:Also the railgun is there, you even have it in your screenshot :O
Well... :paranoid:



:olo:
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cityy
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Re: ct3ctf1 by cityy (BETA)

Post by cityy »

sumatra wrote: Shootthrough grates?
Yes. Also: :olo:
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sumatra
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Re: ct3ctf1 by cityy (BETA)

Post by sumatra »

Compile a new Beta already! >:D
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cityy
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Re: ct3ctf1 by cityy (BETA)

Post by cityy »

New screens featuring the new underwater tunnels, the new home of the medkit:
http://cityy.explicits.de/uploads/maps/ ... ot0199.jpg
http://cityy.explicits.de/uploads/maps/ ... ot0198.jpg

(Water not doing damage anymore)
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Anthem
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Re: ct3ctf1 by cityy (BETA)

Post by Anthem »

I saw the new pics. Give us new beta!

Edit: LOLOL I posted before you but I am still the "latest post in topic".

Anyway, I like that you added yet another link to the bases. This passage is very q3ctf2-esque in that it's an underwater tunnel that has medkit.

Seriously, beta, nao.
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sumatra
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Re: ct3ctf1 by cityy (BETA)

Post by sumatra »

Ah, nice. A sneaky underwater route. Not right into base though?

Where is the beta... :miffed:

P.S. Did you try to contact me? Maybe I declined your inquiry..
Just send me your UIN via pm.
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cityy
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Re: ct3ctf1 by cityy (BETA)

Post by cityy »

No, it's leading to the TP pool. You could certainly consider that as 'right into the base' but yeah.. :toothy:
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dichtfux
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Re: ct3ctf1 by cityy (BETA)

Post by dichtfux »

new beta link or it didn't happen
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monaster
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Re: ct3ctf1 by cityy (BETA)

Post by monaster »

Second that. :D Your map's looking really neat so far, by the way.
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