Q3 Map: The Construct - Beta 3 (major changes)

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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Amphetamine
Posts: 76
Joined: Fri Feb 23, 2007 5:15 am

Q3 Map: The Construct - Beta 3 (major changes)

Post by Amphetamine »

After playing it with live oponents it became very aparent that the design fell short by a long way and needed massive changes to make it fun. Thanks to the guys who came and playtested it on the speedmap server.


File:

http://files.filefront.com/construct_b3 ... einfo.html


Screens:

Image

Image

Image

Image

Image

Image

Chnges:

Changed layout significantly and ramped gravity up to 500.

Bots now play the map prety well.

All feedback apreciated. Thanks.
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Post by obsidian »

Only thing I can say at this point is that there is too much symmetry in the map which results in boring gameplay. Mix it up a little to create more gameplay challenges.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
pjw
Posts: 860
Joined: Sun May 07, 2000 7:00 am

Post by pjw »

What obsidian said. :)

Symmetry tends to be a bad thing in non-CTF maps. You have a hell of a cool look going on there though; I really like that sort of monochrome/geocomp feel in maps...
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