[ALPHA 4] CZQ3DM1 by CZghost
Re: [ALPHA 2] CZQ3DM1 by CZghost
It doesn't work, bacon, the grate is still solid. I might consider it as a known bug until it gets solved...
ALPHA 3
Improvements:
Screenshots:

Levelshot
[lvlshot]https://dl.dropboxusercontent.com/u/76484093/Quake%203/Maps/My%20maps/czq3dm1/shots/alpha%203/shot0000.jpg[/lvlshot]
RA, SG
[lvlshot]https://dl.dropboxusercontent.com/u/76484093/Quake%203/Maps/My%20maps/czq3dm1/shots/alpha%203/shot0001.jpg[/lvlshot]
Console bobbing models, RL
[lvlshot]https://dl.dropboxusercontent.com/u/76484093/Quake%203/Maps/My%20maps/czq3dm1/shots/alpha%203/shot0002.jpg[/lvlshot]
Rockets, RG, JP to upper section
[lvlshot]https://dl.dropboxusercontent.com/u/76484093/Quake%203/Maps/My%20maps/czq3dm1/shots/alpha%203/shot0003.jpg[/lvlshot]
Galleries from Deathpit look
[lvlshot]https://dl.dropboxusercontent.com/u/76484093/Quake%203/Maps/My%20maps/czq3dm1/shots/alpha%203/shot0004.jpg[/lvlshot]
Galleries from upper section look
[lvlshot]https://dl.dropboxusercontent.com/u/76484093/Quake%203/Maps/My%20maps/czq3dm1/shots/alpha%203/shot0005.jpg[/lvlshot]
Grenade launcher trap, Powerup pit, ASs
[lvlshot]https://dl.dropboxusercontent.com/u/76484093/Quake%203/Maps/My%20maps/czq3dm1/shots/alpha%203/shot0006.jpg[/lvlshot]
YA at hallway split
[lvlshot]https://dl.dropboxusercontent.com/u/76484093/Quake%203/Maps/My%20maps/czq3dm1/shots/alpha%203/shot0007.jpg[/lvlshot]
GL with ammo, grates to look and shoot to Megahealth pit
[lvlshot]https://dl.dropboxusercontent.com/u/76484093/Quake%203/Maps/My%20maps/czq3dm1/shots/alpha%203/shot0008.jpg[/lvlshot]
Megahealth pit
[lvlshot]https://dl.dropboxusercontent.com/u/76484093/Quake%203/Maps/My%20maps/czq3dm1/shots/alpha%203/shot0009.jpg[/lvlshot]
Shells, JP to RA
[lvlshot]https://dl.dropboxusercontent.com/u/76484093/Quake%203/Maps/My%20maps/czq3dm1/shots/alpha%203/shot0010.jpg[/lvlshot]
Source screenshot for levelshot creation, RL
[lvlshot]https://dl.dropboxusercontent.com/u/76484093/Quake%203/Maps/My%20maps/czq3dm1/shots/alpha%203/shot0011.jpg[/lvlshot]
Pillar system in Deathpit area detail
ALPHA 3
Improvements:
- 3 AS at hallway slipt changed to 1 YA
- Reduces number of AS
- RA moved, SG on a place of RA from Alpha 2
- One lift changed to stair galleries
- Completely lowered central area in Deathpit, added stairs
- Curved pillars changed by system of eight vertical pillars
- Enlighted Megahealth pit
- Grate isn't nonsolid
- Missing model in map (it worked fine when I was making screenshots; you might see in some parts an axis model)
Screenshots:

Levelshot
[lvlshot]https://dl.dropboxusercontent.com/u/76484093/Quake%203/Maps/My%20maps/czq3dm1/shots/alpha%203/shot0000.jpg[/lvlshot]
RA, SG
[lvlshot]https://dl.dropboxusercontent.com/u/76484093/Quake%203/Maps/My%20maps/czq3dm1/shots/alpha%203/shot0001.jpg[/lvlshot]
Console bobbing models, RL
[lvlshot]https://dl.dropboxusercontent.com/u/76484093/Quake%203/Maps/My%20maps/czq3dm1/shots/alpha%203/shot0002.jpg[/lvlshot]
Rockets, RG, JP to upper section
[lvlshot]https://dl.dropboxusercontent.com/u/76484093/Quake%203/Maps/My%20maps/czq3dm1/shots/alpha%203/shot0003.jpg[/lvlshot]
Galleries from Deathpit look
[lvlshot]https://dl.dropboxusercontent.com/u/76484093/Quake%203/Maps/My%20maps/czq3dm1/shots/alpha%203/shot0004.jpg[/lvlshot]
Galleries from upper section look
[lvlshot]https://dl.dropboxusercontent.com/u/76484093/Quake%203/Maps/My%20maps/czq3dm1/shots/alpha%203/shot0005.jpg[/lvlshot]
Grenade launcher trap, Powerup pit, ASs
[lvlshot]https://dl.dropboxusercontent.com/u/76484093/Quake%203/Maps/My%20maps/czq3dm1/shots/alpha%203/shot0006.jpg[/lvlshot]
YA at hallway split
[lvlshot]https://dl.dropboxusercontent.com/u/76484093/Quake%203/Maps/My%20maps/czq3dm1/shots/alpha%203/shot0007.jpg[/lvlshot]
GL with ammo, grates to look and shoot to Megahealth pit
[lvlshot]https://dl.dropboxusercontent.com/u/76484093/Quake%203/Maps/My%20maps/czq3dm1/shots/alpha%203/shot0008.jpg[/lvlshot]
Megahealth pit
[lvlshot]https://dl.dropboxusercontent.com/u/76484093/Quake%203/Maps/My%20maps/czq3dm1/shots/alpha%203/shot0009.jpg[/lvlshot]
Shells, JP to RA
[lvlshot]https://dl.dropboxusercontent.com/u/76484093/Quake%203/Maps/My%20maps/czq3dm1/shots/alpha%203/shot0010.jpg[/lvlshot]
Source screenshot for levelshot creation, RL
[lvlshot]https://dl.dropboxusercontent.com/u/76484093/Quake%203/Maps/My%20maps/czq3dm1/shots/alpha%203/shot0011.jpg[/lvlshot]
Pillar system in Deathpit area detail
Re: [ALPHA 3] CZQ3DM1 by CZghost
I see nobody found time to check out the third alpha. I have to say that without feedback the development of this map will stuck on... Post your suggestions, make screenshots and annotate them (possibly with Photoshop or another graphics editor except for Windows Paint, of course), tell me to start designing visuals or start beta stage... I can't make next version without proper feedback...
Re: [ALPHA 3] CZQ3DM1 by CZghost
CZghost, I lmake litle test without bots (just walk around the map). Now, I have two suggestions.
1.

Maybe move this JP behind the railgun? As additional retreat. And in the RL hall make "curved niche" in the longer empty wall, and hole for jumping near it.

2.

Remove simmetrical stairs, Delete stairs on the right side, And make them in the this corridor^

Also
I will be trying play alpha3 with bots in few next days.
1.

Maybe move this JP behind the railgun? As additional retreat. And in the RL hall make "curved niche" in the longer empty wall, and hole for jumping near it.

2.

Remove simmetrical stairs, Delete stairs on the right side, And make them in the this corridor^

Also
Why they are here?Console bobbing models
I will be trying play alpha3 with bots in few next days.
[url=http://doomer.org/maps/q3/][color=#40BF40]My Quake 3 maps[/color] [[color=#FF0040]Russian lang[/color]][/url]
Re: [ALPHA 3] CZQ3DM1 by CZghost
@doomer:
Looks like you will heavily post feedback
I will wait for your bot feedback and try to make changes you have suggested plus some extra:
JP behind RG? What a wonderful idea! With the combination of curved wall it's a weapon (sorry for this phrase if it is wrong, I don't know all the english speak phrases)...
Moving stairs to the hallway might be a bit problematic, but not impossible. Will take a look on it.
Console bobbing models are here for decorative reasons. If you need to remove them, tell me what I should place there to have no boring dull wall? Anything, items, models, etc...
I might try to add extra place (maybe easter egg or secret)...
Looks like you will heavily post feedback

JP behind RG? What a wonderful idea! With the combination of curved wall it's a weapon (sorry for this phrase if it is wrong, I don't know all the english speak phrases)...
Moving stairs to the hallway might be a bit problematic, but not impossible. Will take a look on it.
Console bobbing models are here for decorative reasons. If you need to remove them, tell me what I should place there to have no boring dull wall? Anything, items, models, etc...
I might try to add extra place (maybe easter egg or secret)...
Re: [ALPHA 3] CZQ3DM1 by CZghost
@CZghost, sorry for the delayed in almost a week. I was very busy and Q3 leaving no time at all: (
Bots most go into a RL-hall and RG-hhall and room with Regeneration power-up. They did not come down in the " bunker " for MH, because there is a system of little intricate corridors where there is almost no "interesting" items. Perhaps this can be solved by straddling multiple entities botroam .

Also, I feel that this system of stairs - somewhat confusing and difficult to move quickly without the fear of falling into the pit : (
Perhaps you should make a smooth descent and exit in the upper room on the other side...
Decorative models at this stage of the map construction, just look very foreign matter . You have decided on the general style of a map and a set of textures that you use? Texture, which is now - look bored with the lighting.
Bots most go into a RL-hall and RG-hhall and room with Regeneration power-up. They did not come down in the " bunker " for MH, because there is a system of little intricate corridors where there is almost no "interesting" items. Perhaps this can be solved by straddling multiple entities botroam .

Also, I feel that this system of stairs - somewhat confusing and difficult to move quickly without the fear of falling into the pit : (
Perhaps you should make a smooth descent and exit in the upper room on the other side...
Decorative models at this stage of the map construction, just look very foreign matter . You have decided on the general style of a map and a set of textures that you use? Texture, which is now - look bored with the lighting.
[url=http://doomer.org/maps/q3/][color=#40BF40]My Quake 3 maps[/color] [[color=#FF0040]Russian lang[/color]][/url]
Re: [ALPHA 3] CZQ3DM1 by CZghost
Good job CZghost. Keep going 

Re: [ALPHA 3] CZQ3DM1 by CZghost
School's not important. Get your map done first 

Re: [ALPHA 3] CZQ3DM1 by CZghost
college degrees don't pay the bills dude.
Facebook Likes do.
Facebook Likes do.
Re: [ALPHA 3] CZQ3DM1 by CZghost
High school diplomas are for chumps. You have to learn the way of the streets, bro.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
Re: [ALPHA 3] CZQ3DM1 by CZghost
Well, you managed to go without any trace of maturity so far...CZghost wrote:what will I do without maturity?
Re: [ALPHA 3] CZQ3DM1 by CZghost
Well, I'm back for some time, having some troubles with Radiant. I will start making new version marked as ALPHA 4 as soon as the errors fly away 
It's quite annoying that Radiant is too dumb that it doesn't recognise it has moved to new dir. Well, I hope for the soon fix. I need to clean the app cache as well as get missing important file

It's quite annoying that Radiant is too dumb that it doesn't recognise it has moved to new dir. Well, I hope for the soon fix. I need to clean the app cache as well as get missing important file

Re: [ALPHA 3] CZQ3DM1 by CZghost
New Radiant discards my map as it's not readable and kicks out an error. Please, do not tell me I have to rebuild whole map from the very early. I need to find any way to get the map back except for rebuilding from very early scratch.
Re: [ALPHA 3] CZQ3DM1 by CZghost
Well, my machine sucks. Windows 7 on Pentium 4 isn't much good, especially that this old CPU gets slower and slower and Windows are harder and harder to keep CPU under critical temperature, especially I am doing something with file attributes and permissions, which gets CPU up to 100% of power gain. Yeah, I know, that sucks, but it's just that...
I need to get dual-core CPU for my pretty old motherboard (Gygabyte from Intel with LGA 775 socket), it needs to fit the chipset version and this is really hard to be informed about.
I need to get dual-core CPU for my pretty old motherboard (Gygabyte from Intel with LGA 775 socket), it needs to fit the chipset version and this is really hard to be informed about.
Re: [ALPHA 3] CZQ3DM1 by CZghost
Continuing in mapping with Radiant 1.5 that the only one do not need edit permissions... Looking for a way to compile Alpha 4 

Re: [ALPHA 3] CZQ3DM1 by CZghost
I decided to completely rework the entire map and start from very early point, just keeping the project name and version track as it would normally go on, so considering it as alpha 4. I start from very bottom, which I decided to make something like a cavement (do not look at the rectangular area as it will be made more natural later as it will come to visuals, the layout is more important). Look at this screenshot (using caulk now, it will be fixed up later as I get higher in the map):

What do you think about that? Will it have any success? The small chunks will be floating stones and in the middle of the island would be some nice goodie to grab
Now it is plain worldspawn...

What do you think about that? Will it have any success? The small chunks will be floating stones and in the middle of the island would be some nice goodie to grab

Re: [ALPHA 3] CZQ3DM1 by CZghost
So um, you finally had something tangible to work with and now you've scrapped all of it and started over? Oh boy...
Well, good luck with that I guess.
Well, good luck with that I guess.
Re: [ALPHA 3] CZQ3DM1 by CZghost
I did not like the layout it had before and since I read the guide by Pat, I decided to make level following it. Starting from very bottom since I have an idea of a hell like place built in a cave (the image above) and since caves are usualy at ground or underground level, it shouĺd be the very bottom part of map. Don't worry, I hope it will make up in some time 

Re: [ALPHA 3] CZQ3DM1 by CZghost
Alpha 4 is up, checked there are no visible flaws, the roll key used for the portal had to be tweaked several compiles, made the portal aware of wobbling, so the map requires to own version 1.32.
There are some screenies, download link is in the first post.
[lvlshot]https://dl.dropboxusercontent.com/u/76484093/Quake%203/Maps/My%20maps/czq3dm1/shots/alpha%204/cave_deathpith.jpg[/lvlshot]
[lvlshot]https://dl.dropboxusercontent.com/u/76484093/Quake%203/Maps/My%20maps/czq3dm1/shots/alpha%204/lower_jumppad.jpg[/lvlshot]
[lvlshot]https://dl.dropboxusercontent.com/u/76484093/Quake%203/Maps/My%20maps/czq3dm1/shots/alpha%204/middle_megahealth.jpg[/lvlshot]
[lvlshot]https://dl.dropboxusercontent.com/u/76484093/Quake%203/Maps/My%20maps/czq3dm1/shots/alpha%204/middle_pathtocave.jpg[/lvlshot]
[lvlshot]https://dl.dropboxusercontent.com/u/76484093/Quake%203/Maps/My%20maps/czq3dm1/shots/alpha%204/middle_shotgun.jpg[/lvlshot]
[lvlshot]https://dl.dropboxusercontent.com/u/76484093/Quake%203/Maps/My%20maps/czq3dm1/shots/alpha%204/rocketlauncher.jpg[/lvlshot]
[lvlshot]https://dl.dropboxusercontent.com/u/76484093/Quake%203/Maps/My%20maps/czq3dm1/shots/alpha%204/underground_shards.jpg[/lvlshot]
[lvlshot]https://dl.dropboxusercontent.com/u/76484093/Quake%203/Maps/My%20maps/czq3dm1/shots/alpha%204/upper_intermission_area.jpg[/lvlshot]
There are some screenies, download link is in the first post.
[lvlshot]https://dl.dropboxusercontent.com/u/76484093/Quake%203/Maps/My%20maps/czq3dm1/shots/alpha%204/cave_deathpith.jpg[/lvlshot]
[lvlshot]https://dl.dropboxusercontent.com/u/76484093/Quake%203/Maps/My%20maps/czq3dm1/shots/alpha%204/lower_jumppad.jpg[/lvlshot]
[lvlshot]https://dl.dropboxusercontent.com/u/76484093/Quake%203/Maps/My%20maps/czq3dm1/shots/alpha%204/middle_megahealth.jpg[/lvlshot]
[lvlshot]https://dl.dropboxusercontent.com/u/76484093/Quake%203/Maps/My%20maps/czq3dm1/shots/alpha%204/middle_pathtocave.jpg[/lvlshot]
[lvlshot]https://dl.dropboxusercontent.com/u/76484093/Quake%203/Maps/My%20maps/czq3dm1/shots/alpha%204/middle_shotgun.jpg[/lvlshot]
[lvlshot]https://dl.dropboxusercontent.com/u/76484093/Quake%203/Maps/My%20maps/czq3dm1/shots/alpha%204/rocketlauncher.jpg[/lvlshot]
[lvlshot]https://dl.dropboxusercontent.com/u/76484093/Quake%203/Maps/My%20maps/czq3dm1/shots/alpha%204/underground_shards.jpg[/lvlshot]
[lvlshot]https://dl.dropboxusercontent.com/u/76484093/Quake%203/Maps/My%20maps/czq3dm1/shots/alpha%204/upper_intermission_area.jpg[/lvlshot]
Re: [ALPHA 4] CZQ3DM1 by CZghost
No feedback
no updates. If you never gonna check out what I came with, then it's all about trash the progress and make alpha4 as final (maybe release it under April Fool's Day cover). You do not want this, right?
As a beginner in regular mapping I need any form of feedback in order to continue in mapping of the current project, I need to know what kind of map you would like to play and, simply, achieve some experiences. Since there is no feedback, I wait some weeks, then move to new project. One of the reason why I wait is described above, it's the main reason. Also my computer gets silly with printer drivers and can't figure out why, reinstall of the drivers didn't helped, so I need to reinstall whole Windows and make bit backup of the computer with the Windows, drivers, antivirus and other useful software that I have on my CD's...

As a beginner in regular mapping I need any form of feedback in order to continue in mapping of the current project, I need to know what kind of map you would like to play and, simply, achieve some experiences. Since there is no feedback, I wait some weeks, then move to new project. One of the reason why I wait is described above, it's the main reason. Also my computer gets silly with printer drivers and can't figure out why, reinstall of the drivers didn't helped, so I need to reinstall whole Windows and make bit backup of the computer with the Windows, drivers, antivirus and other useful software that I have on my CD's...
Re: [ALPHA 4] CZQ3DM1 by CZghost
I'll only post a few things just by judging the screenshots alone.
1st Screenshot:
I'd refrain from putting both the Red Armor and Regeneration so close to each other. The Red Armor is one of the highest priority items for FFA / Tourney play, however, team that +100 armor boost with a regeneration to +200HP is a bit over powering in terms of balance. There's an easy exit route in this area, and the difficulty to get to both of the items isn't that high. One of the important elements to these high-grade items is the difficulty in getting them or how vulnerable the placement of the item can be (e.g The Railgun placement in The Very End of You 'Tourney6' and the Red Armor placement in The Longest Yard 'DM17').
2nd Screenshot:
Maybe angle the jump pad a bit to the direction that you set the path to go. So if you are going forward and need to turn around while mid-flight due to the path you set, angle it a bit towards you so it indicates the direction you will travel. Plus, it makes it a bit more realistic in terms of physics.
Also, the scale looks a tad bit cramped in that area to me. Then again, this is just by looking at the screenshot alone, so is an uncertain analysis on that part.
8th Screenshot:
I think there may be too much machine gun ammo boxes in this area. Maybe switch out the +50 Health and the Machine Gun ammo closest to us in the screenshot with 2 +25 Healths, or if the health is quite scarce is in this area, just replace the Machine Gun ammo with another +50 Health.
1st Screenshot:
I'd refrain from putting both the Red Armor and Regeneration so close to each other. The Red Armor is one of the highest priority items for FFA / Tourney play, however, team that +100 armor boost with a regeneration to +200HP is a bit over powering in terms of balance. There's an easy exit route in this area, and the difficulty to get to both of the items isn't that high. One of the important elements to these high-grade items is the difficulty in getting them or how vulnerable the placement of the item can be (e.g The Railgun placement in The Very End of You 'Tourney6' and the Red Armor placement in The Longest Yard 'DM17').
2nd Screenshot:
Maybe angle the jump pad a bit to the direction that you set the path to go. So if you are going forward and need to turn around while mid-flight due to the path you set, angle it a bit towards you so it indicates the direction you will travel. Plus, it makes it a bit more realistic in terms of physics.
Also, the scale looks a tad bit cramped in that area to me. Then again, this is just by looking at the screenshot alone, so is an uncertain analysis on that part.
8th Screenshot:
I think there may be too much machine gun ammo boxes in this area. Maybe switch out the +50 Health and the Machine Gun ammo closest to us in the screenshot with 2 +25 Healths, or if the health is quite scarce is in this area, just replace the Machine Gun ammo with another +50 Health.
Unearth the vile of anger where existence finds no shelter.
Re: [ALPHA 4] CZQ3DM1 by CZghost
The Regeneration is teamed with Quad Damage and yes, I understand it's dumb to have RA here. Maybe replacing it with another weapon (like plasma) and make the Megaheath teamed with RA. What about the layout? Is it chaotic or it would play good enough?
Re: [ALPHA 4] CZQ3DM1 by CZghost
After running around in it, two things instantly came to mind
- The maps scale is a bit too small, especially on the lower level hallways
- If the scale was bigger, more holes in the floors could be added so there's more than 1 or 2 ways to get to the bottom
- The maps scale is a bit too small, especially on the lower level hallways
- If the scale was bigger, more holes in the floors could be added so there's more than 1 or 2 ways to get to the bottom
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