New Q3 Tourney level

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
ShadoW_86
Posts: 270
Joined: Tue Jan 08, 2008 1:20 pm

Re: New Q3 Tourney level

Post by ShadoW_86 »

dONKEY! Don't mind the comments, it's perfect CA map! ;). But to be serious, I think you mada this map starting with huge empty box, and filled it later with all those ramps and pillars, am I right? Or was it mentioned already :question: . Anyway, it's bad method :). I suggest going back to classic room by room method, with planning the layout before starting it.
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dONKEY
Posts: 566
Joined: Mon Oct 15, 2001 7:00 am

Re: New Q3 Tourney level

Post by dONKEY »

Hey,
I have layout 3...completely new attempt at a tourney layout.
I feel I might be getting closer....
Clicky

Less than 1MB...has to be worth a quick look :)
tehSandwich
Posts: 64
Joined: Thu Jun 11, 2009 5:49 am

Re: New Q3 Tourney level

Post by tehSandwich »

So far, the map is very open and very... spongy. In some parts you could shoot someone on the other side of the level.
I suggest that you shrink it a bit, rethink about how the railgun should be used and, incidently, the VIS.
Anthem
Posts: 399
Joined: Wed Oct 21, 2009 12:34 am

Re: New Q3 Tourney level

Post by Anthem »

Well this is definitely loads better than your other layout. I am happy to see that you went for some intense vertical gameplay. I have always enjoyed vertical gameplay maps (especially 1v1). I'm going to have to ask you to look at Crescent and Solitude by Hipshot. They are great examples of what can be achieved through careful planning of vertical gameplay.

The main fault with your layout as it sits is the amount of stairs. I believe the vertical scale is a bit too large (as well as the scale of a few of the rooms) for tourney. The steps become monotonous and annoying around which to move. Perhaps consider a few more jump pads around the areas with greater amounts of steps.

I think the layout will need a bit of work, but the good part about the layout is that it is able to be worked on all throughout map production. The Red Armor and Mega Health are just a tad too close. If a player spawns near the RA he or she can grab it and drop down to get MH in mere seconds. A more appropriate location would likely be where the YA is right now. Being so far apart on a horizontal level will make it much easier to balance high value items. Consider centralizing the rocket launcher around where the mega health is. It may also be a good area for some small healths around the second level, I don't know. The layout should start falling into place once you have the structure of the map complete.

Anyway, this is leagues better than your original layout. I'm happy you decided to start it from scratch. :D
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dONKEY
Posts: 566
Joined: Mon Oct 15, 2001 7:00 am

Re: New Q3 Tourney level

Post by dONKEY »

I realised scale was a bit off...everything is 64 to 128 units too big....am a bit out of practice!
cityy
Posts: 1020
Joined: Mon Aug 10, 2009 8:23 am

Re: New Q3 Tourney level

Post by cityy »

As already said, scale it down. The corridors certainly are fine but the rooms really are too big. Also I think the RG should either be moved to 1 of the side rooms or you should have 2 RLs - one in each of the side rooms. The reason for me suggesting this is that a player out of controle certainly doesn't have much too work with. Also I wondered if the RA and the YA should be swapped because I think you can go from MH jumppad to RA with 1 RJ.
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