v1l3 wrote:
You should probably find a way to work the eq2 textures into the map rather than the evil8 textures [...].
For example the wall behind the gl has the little part of the mkoxide thrown into the center of the evil8, and it just looks unrealistic as far as design.
Looks like i'll have to work on the texturing of the whole map, I absolutely agree on that. I'll have to think a lot about which textures to choose. I wanted to make a rather modern looking map when I started it - mainly because
my first map was a rather ancient / old-style map and because I think that there are less modern looking maps around. This lead to the architecture in most rooms (especially in the water room and the SG room) being rather modern I think. Other rooms would also go well with the oxide textures I think...
v1l3 wrote:
The room with the water on the floor seems kind of pointless, since there isn't any sort of thing around that explains why the water is there to begin with.
Yes, thought about that, too. I will add points where it flows into and out of the pool. Apart from there is no realworld setting in the map anyways, it's an
arena and that's it. So it flows in and out again, nobody will ever know where it comes from or where it goes ;-)
v1l3 wrote:
There are many [...] pick-ups that require air strafing to obtain the item [...]. It kind of makes the map suggest that trick jumping is the main source of gameplay rather than battle.
Really? I think the jumps are all very easy, the only exception being the YA to 50H jump in the water room, and this jump is a rewarded by what you get for it.
The 25H above the gap (near LG) is an extremely easy circle strafe you can't miss, so is the circle strafe to the portable medkit / teleporter in the SG room. Maybe the jump to the 50H in the waterroom from the other side (not from the YA) is a bit harder, too, but it's not really hard for CPM players and you can also take it with a double jump from below. I tested all the jumps in vq3 and they are all possible too (except for the ramp/doubles of course).
Altogether I think that there are harder or equivalent jumps in lots of other CPM maps, for example
- the circle strafe from toplevel to 50H in cpm1a
- teleporter target to YA in cpm1a
- RG to YA and vice versa in cpm3a
- RL to YA/RG in cpm3a
- LG to RA in cpm22
- ... many more
But I'll definitely consider your remarks on the jumps and ask some more people about it. Maybe others here have an opinion on that, too.
v1l3 wrote:
The connectivity in the map is somewhat chaotic, and kind of removes a good flow to fast movement. Normal flow in promode requires very fast movement(bunny-hopping), and there is alot of things(pick-ups)that require you to somewhat go out of the way to pick them up, and removes the quickflow.
True. Fixing this now, thanks.
v1l3 wrote:
The falls to oblivion should be removed. They would be great if the map was a gothic sort of theme, and if someone built a building like this, they wouldn't just forget to close up a major hole in the floor, unless they really wanted someone to die for a reason. =P I'm somewhat of a realist with these sort of things though...it's up to you.
I see your point. I somewhat need the upper one (@LG/25H) because that part of the map would not work if there simply was a floor. Maybe I could replace the upper one with a water pit and remove the lower one. What do you think?
v1l3 wrote:I'm glad to see someone is making new Q3 maps here also...
:icon14:
Quake 4 won't run on my box anyways.
Thanks again, your comments were very usefull to me!

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