Trindm2 "Fire Halls" alpha

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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TRINIX
Posts: 25
Joined: Mon May 08, 2006 12:06 pm

Trindm2 "Fire Halls" alpha

Post by TRINIX »

hey this is my 2nd map which i have actually got to the item layout. just i think i went a little crazy with the scale of my map, seems just a "little" bit big, but with that in mind i think it could be a good CTF or TDM map. currently only supports DM/TDM.
As its only an alpha i would like feed back on item placment (tbh i think its horrible) and just the general layout of the map.

as much feed back as u can give me guys, as i need it! thanks in advanced. Download Link : http://www.mediafire.com/?0hkdqqwzjom

OH the screen shots for the villigers

Passage to the Mega Health
Image

just one of the courtyards
Image

GL Side Room
Image

another passage to the mega health
Image

Editor Shot
Image
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dichtfux
Posts: 571
Joined: Thu Feb 02, 2006 10:51 pm

Post by dichtfux »

Your map is *really* huge! Some things I noticed:

Major line of sight issues occur in almost all of the rooms, the worst one can be seen on this image:
(screenshot 1)
Image

The LOS between LG and GL is also inacceptable.



Item placement is also strange as you already noticed. You can get Quad, RG and BFG in <5 secs:
(screenshot 2)
Image

Suggestions:

* make the rooms smaller

* split the loooooooong hallway (the one with the MH, screenshot 1) in smaller LOS-pieces by having the player run around things on the walls. see this image:
Image



*change item placement. For TDM, create more than one interesting spot on the map, otherwise both teams will try to camp the current QUAD/RG/BFG location and the team that didn't get Quad will run and hide in the wastelands.

* if you want to keep the BFG move it to a place far away from quad, the RG should go to a third place as it is a very powerfull weapon, especially on a map of this scale

* add more vertical action

* add different height levels to the ground, at least add some small stairs the player has to walk up and down

* start with a smaller map if you're not that familiar with Radiant yet (don't know if that applies to you). A huge map means lots of work and can be disappointing to start with.
[color=#FFFFFF][url=http://maps.rcmd.org]my FPS maps[/url][/color]
TRINIX
Posts: 25
Joined: Mon May 08, 2006 12:06 pm

Post by TRINIX »

yeah i am very familiar with raident, just have not used it in a while. yeah i think i am gonna scrap the map an start from scratch, as u said it would take a lot of work. so i am gonna resize it.
also gonna change a few of the rooms around an not have it compleatly symmetrical.

also thanks for the nice little tip on the hallways. will come in very usefull

thanks for the feed back, gonna start to work on it now.
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