q3brk2 - alpha - yum

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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bork[e]
Posts: 4357
Joined: Tue Mar 23, 2004 8:00 am

q3brk2 - alpha - yum

Post by bork[e] »

Was going to make another FFA, but this might workout for a tourney, though I'm going to have to learn a tad more on item weapon placement.

[lvlshot]http://www.geocities.com/hi2uten4/q3brk2.jpg[/lvlshot]

454kb

btw, I couldn't get this to show up in the skirmish menu...not sure why? If you guys see the problem let me know. :paranoid:
Pext
Posts: 4257
Joined: Thu Aug 28, 2003 7:00 am

Post by Pext »

menu:

put a mapname.arena file into your pk3 -> /scripts folder:

Code: Select all

{
    map "mapname"
    bots "bot1 bot2 ..."
    longname "Some fancy name"
    fraglimit 10
    timelimit 18 capturelimit 8
    type "single ffa tourney ctf"
}
[edit] nm - you obviously allready know hot to do this as your last maps had done it right. :)

the layout looks way better btw :icon14:
i'll give some comments this evening.
bork[e]
Posts: 4357
Joined: Tue Mar 23, 2004 8:00 am

Post by bork[e] »

Code: Select all

{
	map		"q3brk2"
	bots		"ranger"
	longname	"WWWOOo"
	fraglimit	20
	type		"tourney"
}
That's what I got, could I leak or something cause this. (AFAIK there is no leak...this has happend before but I can't recall what fixed it.)

edit: AHHHH do I Have to have a timelimit?
sumatra
Posts: 325
Joined: Sat Feb 12, 2005 10:02 pm

Post by sumatra »

At first a shot of my thoughts:

Image

Now the explanation :]
  • - First of all IMO the RA should be in a dangerous position, so move to the lowest floor perhaps.
    - Then I would move the JP that pushes to the highest floor, like in the picture into the wall.
    - RL up there.
    - MH could replace the 50-ball, not a must, no idea if it works.
    - The Shaft-tele is nice placed, perhaps some water down there, so you can here when someone wants to use the tele.
    - In the end the are near YA seems unfinished, needs some more room interesting stuff.
    - I also dont like the JP with the halfring around, perhaps some stairs would work better here( on the pic near SG
I think it could work for a tourney, I'm interested what others think.

sumatra

EDIT {
map "q3brk2"
bots "ranger"
longname "WWWOOo"
fraglimit "20"
type "tourney"
}

look at the red :icon25:
[url=http://www.pukkadesign.com][color=#41c0eb]..::pukkadesign.com[/color][/url]
bork[e]
Posts: 4357
Joined: Tue Mar 23, 2004 8:00 am

Post by bork[e] »

sumatra - been playing around with what you suggested, flows much better...still trying to figure out what to do in the YA area. When I took out the "HalfRing" JP deal, I did the same thing on the lower platform you suggested to do on tier 2. (Seemed like a dead end once you hit the bottom...only one way up)...

Anyway, thanks for the tips...and maybe I can put the damn quotes in next time around. :icon32:
bork[e]
Posts: 4357
Joined: Tue Mar 23, 2004 8:00 am

Post by bork[e] »

Few updated screens of the main room.

Guess I'm going to go with Evil Lair's Quake 2 Textures set.
Changed a few routes around but mostly been doing work on lighting, textures, and weapon/item placement.

Changes from last release
* moved RA to lower area.
* placed a JP on first and second floor for easy access to the higher area.
* moved RL from third floor to second floor.
* removed the halfring thing above the lower JP.

Some more to do, but it's still in the works.

[lvlshot]http://members.cox.net/borke/screenshots/beta1-2.jpg[/lvlshot]
[lvlshot]http://members.cox.net/borke/screenshots/beta1-3.jpg[/lvlshot]
[lvlshot]http://members.cox.net/borke/screenshots/beta1-5.jpg[/lvlshot]

[edit]1st beta should be out soon, though school starts back up next week. :tear:
Last edited by bork[e] on Wed Mar 23, 2005 1:34 am, edited 1 time in total.
Pext
Posts: 4257
Joined: Thu Aug 28, 2003 7:00 am

Post by Pext »

the layout is quite nice. quite fun :)

-i think you should add some LOS blocking stuff to the long, open walkway next to the plat where the rl was in the alpha you posted (ya area)

- sumatra's suggestion of adding a megahealth is a good idea i think; might be to close to the ra though if there is a jumpad next to the ra.

- the lg room could be a bit more open; maybe add a drop to the left side just before the wall - coming from ra room?
bork[e]
Posts: 4357
Joined: Tue Mar 23, 2004 8:00 am

Post by bork[e] »

Was wondering when you where gonna give it a run. ;)

I'm not really unerstanding exaclty where you are talking about though, I've played around with it a bit...but could you give me a better clue on where you think would work best?

You talking about open the whole area down there to connect the two...or just a small hallway or what?
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