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Foo3DM4 - Beta 1
Posted: Tue Jan 03, 2006 11:23 pm
by Foo
zOMG
Looking for feedback on the layout/gameplay. Graphics look like shit, I know.
Useless overhead shot:
Download link:
http://www.zen84106.zen.co.uk/quake3/foo3dm4_beta1.pk3
Level is based loosely on an old Q1 level. Brownie points for those who can name the original

Posted: Wed Jan 04, 2006 1:27 am
by dzjepp
I spotted these guys once:

Posted: Wed Jan 04, 2006 1:39 am
by ^misantropia^
Is this a VQ3 or a CPMA map? Played it with the latter. Here goes...
Many spots to bump your head into, which slows the pace in an unpleasant way. The layout somewhat induces going around in the same teleporter-teleporter circles.
Item layout seems okay, though denying the RLs might be a tad too easy - you can do a run from the lower tele and pick up both in under five seconds.
The amount of health seems sufficient and the YAs are plentiful enough to outweigh the presence of the MH.
One last observation: due to this map consisting mainly of small rooms and corridors, the RL/SG combo reigns supreme. I haven't had use for the PG once, the LG and GL only come into play occasionally.
EDIT: and there aren't enough trick jumps.

Posted: Wed Jan 04, 2006 1:50 am
by SOAPboy
Clip the spot above the RL.. you can RJ to it and camp there, as well as see through half the map..
Posted: Wed Jan 04, 2006 3:42 am
by prince1000
i agree with misantropia for the most part, especially the tightness overall of some spaces and the under area RL. these are my suggestions brought to you in ms paint.
the open tele vs. builtin tele gives you a nice escape. i found myself landing on top of the tele near RL more than going thru it unless i was running straight thru that under area.
Posted: Wed Jan 04, 2006 6:48 am
by menkent
not a big fan of the bounce at the upper tele. it just sort of pops you into the middle of nowhere. it could use a little lower an angle i think.
Posted: Wed Jan 04, 2006 7:30 am
by prince1000
turn/strafe right brings u right over the edge to 25hp and in line for the YA near PG.
Posted: Wed Jan 04, 2006 8:43 am
by menkent
it'd also be more fun if there was less of a frame around the window between that room and the YA/PG room so you could plasma-climb up through it more easily from the YA.
Posted: Wed Jan 04, 2006 2:39 pm
by Foo
^misantropia^ wrote:Is this a VQ3 or a CPMA map? Played it with the latter. Here goes...
Many spots to bump your head into, which slows the pace in an unpleasant way.
Granted. Will be fixed. Mainly I see this at the upper RL, lower jumppad, upper jumppad.
The layout somewhat induces going around in the same teleporter-teleporter circles.
Can you expand on this point? Last night in playtesting we didn't come across this issue - against bots it might be a problem?
Item layout seems okay, though denying the RLs might be a tad too easy - you can do a run from the lower tele and pick up both in under five seconds.
It's possible, I'll look through the demos I took last night and play some bots and see where it can be done.
The amount of health seems sufficient and the YAs are plentiful enough to outweigh the presence of the MH.
\o/
One last observation: due to this map consisting mainly of small rooms and corridors, the RL/SG combo reigns supreme. I haven't had use for the PG once, the LG and GL only come into play occasionally.
I'll fire up CPMA and see how the weapon balance shifts
EDIT: and there aren't enough trick jumps.

When I chuck proper graphics in there they should start appearing
Thanks sir!
Posted: Wed Jan 04, 2006 2:39 pm
by Foo
SOAPboy wrote:Clip the spot above the RL.. you can RJ to it and camp there, as well as see through half the map..
Thanks, sorted.
Posted: Wed Jan 04, 2006 2:41 pm
by Foo
menkent wrote:not a big fan of the bounce at the upper tele. it just sort of pops you into the middle of nowhere. it could use a little lower an angle i think.
Yeah it's BS and I'll fix it. I was thinking about putting a platform in instead.
Posted: Wed Jan 04, 2006 2:41 pm
by Foo
menkent wrote:it'd also be more fun if there was less of a frame around the window between that room and the YA/PG room so you could plasma-climb up through it more easily from the YA.
I'll make that possible.
Posted: Wed Jan 04, 2006 2:44 pm
by Foo
prince1000 wrote:i agree with misantropia for the most part, especially the tightness overall of some spaces and the under area RL. these are my suggestions brought to you in ms paint.
the open tele vs. builtin tele gives you a nice escape. i found myself landing on top of the tele near RL more than going thru it unless i was running straight thru that under area.
That underside area does need some work. I was considering moving the low teleporter further backwards under the MH area, so there's more scope for tagging someone down there, and you can jump down into the teleporter more conveniently.
That would seem to fix the issue of landing on top.
I'm not sure on removing the link between that teleporter and the lava YA area. I added it in deliberately because that area was sort of dead without it, and on the demos there's some good contesting for the YA going on due to that corridor. I'll try blocking it up and playing a few games to see how it works.
Thanksssss
