fool's run - release candidate

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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xfoo
Posts: 39
Joined: Mon Feb 14, 2005 5:52 am

fool's run - release candidate

Post by xfoo »

Only 48 hours until the fragarcade contest ends, and i'd like to get once last impression from players.

Changes from beta3

Redesigned YA area to have more flow
Redesigned PG tele area
Shrunk the low SSG to mega hallway
Removed PG / LG ammo from low hall.
Replaced SSG ammo behind RA with PG ammo
Placed LG ammo along the top of the PG room
Changed mid RL ammo to GL ammo
Lighting
Misc. texture and detailing

There were no major changes in item placement, as it has played pretty damn solid so far. Most important item placement changes was the restriction of LG ammo.

Please take a look for any visual errors or visual suggetions. I know this forum is really good for tearing people apart (I mean, helping them). This is only the 2nd map i've ever completed lighting for, so pointers are encouraged.

Screenshots
Top View
RA Room
YA Room
Mega Room
SSG Room

Download Link
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DooMer
Posts: 3068
Joined: Thu Dec 23, 1999 8:00 am

Post by DooMer »

I think it's swell, except there appears to be some mis-aligned textures on the back bounce pad wall near the RL.
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DooMer
Posts: 3068
Joined: Thu Dec 23, 1999 8:00 am

Post by DooMer »

Also, you should make an addon.conf instead of the .def. It's kind of a bummer making everybody download a map that isn't being played at the time.
Oeloe
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Joined: Fri Mar 19, 2004 8:00 am

Post by Oeloe »

Layout looks very interesting and the lighting very bland. :) I suppose the GL->RA CJ is supposed to be impossible? Perhaps it would be a nice idea to add something to step on (light fixture or smthg) to make the telejump to the right to the YA room possible?
xfoo
Posts: 39
Joined: Mon Feb 14, 2005 5:52 am

Post by xfoo »

DooMer - Doh, an addon.conf file - thanks for pointing that out.

Oeloe - It is possible to jump from GL to RA with a good CJ. Any suggestions on how to make the lighting "not bland"?
wviperw
Posts: 334
Joined: Sat Mar 17, 2001 8:00 am

Post by wviperw »

Yes, there is overall too much lighting. Needs more contrast and probably to lower the ambient by a notch. I'll tell you more tonight.

Also, you bump your head jumping to RA from the left side of the RA up top. (I might've already mentioned this) Yes, I know you can crouch, but I have a feeling players are going to get more annoyed by it than anything. I also noticed some shards floating quite high up in the air. Should be 16 units off ground.
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