Q3A: beta of spirit3t3 - terror twilight [updated]

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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dichtfux
Posts: 571
Joined: Thu Feb 02, 2006 10:51 pm

Q3A: beta of spirit3t3 - terror twilight [updated]

Post by dichtfux »

This is the first beta version of my next CPMA tourney map.

It's a small map with 3 height-levels and 3 connections between the atriums. I posted the alpha here some days ago but nobody seemed to care a lot - most likely because there was no texturing/details/lighting at that time and the screenies looked like sh*t. Alll of this has been finished now and I'm looking forward to your opinions.

The map is available from my website or via this > download link <.

CPM Bots play good.

The map uses textures by evillair (e6, e8), lunaran (lun3dm4), qw teleporters by decker/jude (cpm1a) and a sky by fjoggs/ikka (fjo3tourney1).

Shot 1:
Image

Shot 2:
Image

Shot 3:
Image


Please test it with > CPMA <.


Thanks for your time and hf!
Last edited by dichtfux on Mon Apr 23, 2007 7:50 pm, edited 2 times in total.
[color=#FFFFFF][url=http://maps.rcmd.org]my FPS maps[/url][/color]
dichtfux
Posts: 571
Joined: Thu Feb 02, 2006 10:51 pm

Post by dichtfux »

I've updated the file to beta2 and I will make this the final version in a week or so.

changes from beta1 -> beta2:
---------------------------------------------------
* fixed z-fighting near LG
* replaced textures only used once to reduce filesize
* added 5H/5A near SG
* added DFSP sign
* added weapon marker on the ground at PG
* added sky at YA/MH room
* fixed missing shader issue (skeleton model below RA)
* some more clipping
* added some ammo, health and armor for TDM-mode (though I
doubt anyone will ever play this map in TDM)
* added windows in LG room
* some minor visual tweaks

EDIT: updated to beta3, changes:
* fixed lighting on 2 of the teleporters

EDIT2: File has been updated to beta4.

changes beta3 -> beta4:
* fixed lighting: map much darker now (was way too bright)
* fixed some texture issues near RA
* moved teleporter destinations down to the floor
* placed RG-ammo (instead of SG-ammo) in compartment (YA/MH room)
* moved plasma and and SG ammo around
* made GL (and 5Hs next to it) easier to grab
* clipped sky in YA room to allow RJ up to YA without hitting the hole in the ceiling


I hope someone finds the time to have a look at it this time.

btw: you can also play it without CPMA if you prefer.

The download link above still works and will get you the newest version, you can also > klick here to get it <.
[color=#FFFFFF][url=http://maps.rcmd.org]my FPS maps[/url][/color]
poub_
Posts: 41
Joined: Sun Jun 25, 2006 8:50 pm

Post by poub_ »

I can imagine why no one wanted to say anything :)

The map is solid IMO, two atrium, easy to learn, distinctive areas. But it feels like it's not quite sure itself what it wants to be, there's no quad but for duel it's kinda huge. To make it short: it lacks playtesting. Playtesting would probably show that the items need shuffling around and indicate what the map will be for, 2v2 or 4v4, it's probably too much work to make it 1v1 but who knows. Anyway, solid mapping, now move on make a better one :)
dichtfux
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Joined: Thu Feb 02, 2006 10:51 pm

Post by dichtfux »

Thanks for giving it a try (and saying something about it - I don't know how many people downloaded it without saying something though. Didn't check webserver logs, maybe noone even played it.), but: are you sure you're talking about the map this thread is for?

I mean - 4vs4?! How do you want to fit 8 players into that map? :icon20:

You must be joking.



Beta5 was just uploaded btw (see above for download link).

changes beta4 -> beta5:
* added blood decals (texture by broar, modified by me) to mark tele exits
* added pipe details in the floor at upper level
* improved windows near GA/JA
* added drain in the floor near LG
* added ramps on sides of stairs
* added fallen tile next to LG as a fast way to go to JA (by ramp jump, CPM)
* clipped sky in LG room
* resized pipes behind grates near LG
* added lights near MH
* moved tele exit in LG room a bit back
* added one more start position
* marked a start postion as 'inital' (spawnflags 1)
* added small lights near LG
* red lighting at RA
* more space in RA area (moved fence with red lights near SG)
[color=#FFFFFF][url=http://maps.rcmd.org]my FPS maps[/url][/color]
maz0r
Posts: 157
Joined: Wed Apr 21, 2004 7:00 am

Post by maz0r »

Will give it a try tomorrow, I promise. and poub seems to love very (!) tight maps, he also complained about the size of my map.
poub_
Posts: 41
Joined: Sun Jun 25, 2006 8:50 pm

Post by poub_ »

Ah well maybe I was off with the scale, dunno. But the size and architecture of the LG room make it perfect for quad or the like, add one more atrium like that and it's ready for 4v4 IMO.

And dont misunderstand me, I'm not for very tight maps, just that the layout and architecture remind me more of tdm than 1v1.
dichtfux
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Post by dichtfux »

Ahh, ic. You're right, the position of LG could also hold something more powerful. Actually the MH was there once.

But the maps much to small for 4vs4, believe me. ;-)
[color=#FFFFFF][url=http://maps.rcmd.org]my FPS maps[/url][/color]
dichtfux
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Post by dichtfux »

Started working on it again, beta6 is there (old d/l link).

The majority of changes concerns the RA area and the time it takes to get from RA <--> MH and from RG/LG <--> RA. The JP from LG to RA can no longer be controlled from RA position and the RA room is more of a deathtrap.

Simply running away from fights in order to reach RA have been made dramatically harder by:
* making corridor from YA/MH to RA much longer
* adding a hole in the wall from RG ammo to the PG corridor, allowing a player at YA to strike on an enemy fleeing to PG JP/tele
* making it far less risky to follow a player down to RA level via the the JP near LG

Hope these changes further improve gameplay and would like to know what you think about them.

changes beta5 -> beta6:
* replaced water at RA with lava
* re-design of RA area makes RA more dangerous to get and make RA <--> MH longer
* added hole to wall near PG to make PG tele/JP more dangerous
* ramp/double jump from LG to RG now possible
* TDM-only changes: added Quad, moved LG around
* got rid of some of the glass on the floor in upper level corridors
* improved lighting of LG room, especially on the upper level

Thanks to many guys over at the promode forums for suggestions!
[color=#FFFFFF][url=http://maps.rcmd.org]my FPS maps[/url][/color]
xfoo
Posts: 39
Joined: Mon Feb 14, 2005 5:52 am

Post by xfoo »

The RA area seems to be too far away / too much of a trap currently. I know it would be very dm4'sh (and cpm10'sh), but putting the mega where the RA currently is makes a bit more sense to me.
v1l3
Posts: 822
Joined: Wed Apr 02, 2003 8:00 am

Post by v1l3 »

Start putting a readme in the .pk3 that says what beta # the map is. I can't remember if I have beta5 or beta6 =/ or name em spirit3t3b6 and so-on style until it goes final. It's a big file with a slow connection.
dichtfux
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Joined: Thu Feb 02, 2006 10:51 pm

Post by dichtfux »

@xfoo: Maybe I exaggerated it a bit with the RA area changes. I'll try to come up with more ideas for it.

RA has been there for quite a while now though and I got very used to it and like it there I must admit. As RA is more powerfull than MH I think placing the MH down there in that trap would leave that area with less attention (and me with the question where to put RA/YA ;) ).

@v1l3: You're right, I'll add that for the next betas.

The readme files of most of my newer betas already have a "version history" section (scroll down to the end of the file) that allows you to determine the version of the pk3. I'll zip them up with the readme and/or rename the zipfile so you know what version you've got.
[color=#FFFFFF][url=http://maps.rcmd.org]my FPS maps[/url][/color]
boilingoil
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Joined: Sat Apr 28, 2007 6:28 am

Post by boilingoil »

Very good map. Seems like it's good for 2 v 2 or 4 man FFA. 1v1 is a little spread out, but very fun.

RA is kinda like in phrantic, a little out of the way with no alternate escape or entrance. On the other hand, the MH seems a bit out in the open. Maybe it could go in the wall there that railgun ammo is? Other than that I like the item placement. Good amount of pickups and ammo.
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