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Re: map testing jgothbeta
Posted: Fri Nov 19, 2010 8:47 am
by ShadoW_86
fkd, I assume you simply don't know Jester

. He's no newbie and belive me, he has hell of experience and also his own developed style. This map is just what it says it is - learning/introducing to q3 engine thing. Give him a little time, and you will be impressed

.
Just check that -
http://j-spot.backshooters.com/maps.html.
Jester - I'm a fan of your q2 work, you simply pushed q2 mapping to new - better level. And I even won't mention that great q2w map, cool to have you here, and I'm sure you will bring sth amazing soon. Without making things too sweet - I really think that your work is just 'ultimate q2 style'.
Re: map testing jgothbeta
Posted: Fri Nov 19, 2010 11:09 am
by Eraser
I don't think copying the id software style is a bad thing to be honest. In fact, among all the other maps we see these days, it's refreshing to see a back-to-basics look in a map.
Re: map testing jgothbeta
Posted: Fri Nov 19, 2010 5:31 pm
by Noruen
I must agree with fKd. I would like to see this level in else theme with something memorable. But on the other side, design of this level is amazing no less than atmosphere.
Re: map testing jgothbeta
Posted: Fri Nov 19, 2010 9:26 pm
by j3st3r
Ok, maybe I will try to redo it something a little different. Looks aside for, how is the item layout?
Re: map testing jgothbeta
Posted: Sat Nov 20, 2010 12:23 am
by VolumetricSteve
I kinda agree with some things I've heard about the gothic style being done to death....but I think the simple solution is to...not play those maps. However, just in establishing if this is a quality map or not, I believe it is a very high quality map. It has all of the things that fit together well to make (what I think) constitutes a good map. This map really nails a lot of enjoyable gameplay, an ok weapon distribution, and looks spectacular. I say, keep up the good work.
I'm sorry if this is a known issue, but I couldn't help but notice this:
*re-edit - quake3world won't accept images from tinypic.com? what gives?
and it blocks the name of the domain? It starts with a T and rhymes with "RinyPic"
If you used all baseq3 textures and shaders...how is there a missing texture? is my quake 3 install just crazy?
for a map like this, I might try to work on the ambience, I know quake 3 supports some neat sound functions in maps that would make it easy to add the sound of a ghostly wind or some other creepy whatevers.
Re: map testing jgothbeta
Posted: Sat Nov 20, 2010 12:44 am
by j3st3r
The missing texture appears to be from the mapmedia file. I think I am going to redo the map in a more accepting look but if you have suggestions on item placement please pass them along.
Re: map testing jgothbeta
Posted: Sat Nov 20, 2010 1:52 am
by VolumetricSteve
I think it has the right weapon layout for the kind of map that it is....
I do something different in my maps, I do large blocks of guns and their ammo, so when you pick up a rocket launcher, it comes with like a billion rockets, also if you're running through at high speed, you don't have to hunt for ammo quite so much. One reason I do this is because it allows for weapon favoritism. You're never forced to use a weapon you don't want to use (generally).
The way you have it set up is more "pro" I think, and makes people do more with less. Which I also think can be a good thing, it's just less excessive. So I guess in the end, consider what your goals are with your map are, and if you want it to lean a certain way, just weigh that against your goals.
Re: map testing jgothbeta
Posted: Sun Nov 21, 2010 8:06 am
by fKd
unless your opponent/s camps the guns. that really is not a good way to place items steve.
for the kinda gameplay you are explaining ppl will play ra3 where they all have all the guns etc, but in vanilla q3 etc it does not play out well at all.
Re: map testing jgothbeta
Posted: Sun Nov 21, 2010 8:35 am
by Noruen
But I think gothic style is really good and changing it is REALLY wrong. I thought just only to add some significant details.
Re: map testing jgothbeta
Posted: Sun Nov 21, 2010 2:30 pm
by Bliccer
I second this post above: If used correctly (what you do) the gothic set is good for the eyes and aiming. It's not as distracting as a fancy tech/lightning set. That's probably why I can't play UT3 it's too much details. In Single it's cool, in Multi it's bad.
Re: map testing jgothbeta
Posted: Sun Nov 21, 2010 3:56 pm
by Anthem
Indeed. If done right, Gothic is great. If used incorrectly it will turn out like Dessicated Corpse's maps.
Re: map testing jgothbeta
Posted: Mon Nov 22, 2010 12:45 am
by VolumetricSteve
Oh crap.
Anthem 1 | Dessicated Corpse 0
Also,
fKd wrote:unless your opponent/s camps the guns. that really is not a good way to place items steve.
for the kinda gameplay you are explaining ppl will play ra3 where they all have all the guns etc, but in vanilla q3 etc it does not play out well at all.
I dunno, it's worked out pretty well so far. Why would having opponents camp the guns have an impact on that? (which they can't do, because if the number of players is less than the number of guns, which is almost always is in my maps, they can't possibly camp every single gun at once) I'm actually not sure what your point is...elaborate?
Re: map testing jgothbeta
Posted: Mon Nov 22, 2010 3:48 am
by fKd
my point is that its a shit way to place items in q3, ask anyone
/blunt

Re: map testing jgothbeta
Posted: Mon Nov 22, 2010 6:31 am
by themuffinman
VolumetricSteve wrote:I do something different in my maps, I do large blocks of guns and their ammo, so when you pick up a rocket launcher, it comes with like a billion rockets, also if you're running through at high speed, you don't have to hunt for ammo quite so much. One reason I do this is because it allows for weapon favoritism. You're never forced to use a weapon you don't want to use (generally)
The way I see it, forcing people to manage their ammo properly is what keeps a game from turning into a spam fest. On the other end of the scale, if you're giving out loads of ammo then people will just be spamming rockets and nades everywhere. Clan Arena in QL is proof of that.
Besides which, allowing for weapon favoritism just shallows out the gameplay. A good duel map should force it's players to use as many of the weapons available as possible, in the most efficient way possible.
Re: map testing jgothbeta
Posted: Tue Nov 23, 2010 3:50 am
by j3st3r
After searching for other texture sets and looking at the map file I have decided to leave it as is. I would have to change to much brush work to get another set to work. Here is the latest link for download. If you have any suggestions on item placement, please pass them along.
http://dl.dropbox.com/u/15159109/jgothbeta.RAR
Re: map testing jgothbeta
Posted: Tue Nov 23, 2010 5:02 am
by obsidian
I like goth maps. Makes me feel nostalgic and a little bit warm and fuzzy inside.
Re: map testing jgothbeta
Posted: Tue Nov 23, 2010 10:03 am
by dichtfux
The texturing is great and suits the brushwork perfectly - although the textures are dated. I wouldn't change this map, just do something that's not baseq3 in your next map and everyone will be happy.

Re: map testing jgothbeta
Posted: Tue Nov 23, 2010 9:58 pm
by deqer
dichtfux wrote:just do something that's not baseq3 in your next map and everyone will be happy.

jeez. I always thought the opposite. I figured people would appreciate the standard stuff more than abnormal stuff.

Re: map testing jgothbeta
Posted: Wed Nov 24, 2010 3:42 am
by VolumetricSteve
themuffinman wrote:
The way I see it, forcing people to manage their ammo properly is what keeps a game from turning into a spam fest. On the other end of the scale, if you're giving out loads of ammo then people will just be spamming rockets and nades everywhere. Clan Arena in QL is proof of that.
Besides which, allowing for weapon favoritism just shallows out the gameplay. A good duel map should force it's players to use as many of the weapons available as possible, in the most efficient way possible.
That's a good point. I just kinda like the "spam" though, it's over the top and just...fast paced madness. Especially if the map gets loaded up with Excessive+ that's just the kind of thing I enjoy most of the time. You got me thinking though...maybe doing different versions of the same maps, but in more the weapon placement style you suggested...that might be interesting actually. I'll likely give it a shot later on. I'll need some guidance though, what maps are good references for that kind of weapon placement?
Re: map testing jgothbeta
Posted: Wed Nov 24, 2010 5:46 am
by VolumetricSteve
Just tested the new version, looks REALLY good.
Found one bug.
There's a hole, probably caused by the use of a caulk surface you might wanna just set it to something really dark...or just something that won't allow visibility right through the wall there.
Pretty damn fantastic otherwise, nicely done.