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q3mmtestpack

Posted: Sat Jul 14, 2007 4:39 am
by Magnus
Here is a pack I made with 2 of my maps. They are still beta so changes can be made.
I am looking for some feedback and tips on how to fix or avoid anyting anyone may find wrong with it as well as any positive comments anyone may have that like the maps. :icon25:

I know they need some trim and a little geometry work to make them nicer to look at. (I hate doing trims. :icon7: )

Anyway here they are.

One CTF and one FFA/DM. about 5.4MB total download. Extract the .zip to your baseq3 or open the zip and drag the .pk3 from both maps to your baseq3. (you probably already knew this :shrug: )

q3mmtestpack

Tip: In the FFA/DM map shoot any or all of the 3 flags. :icon32:

Posted: Sat Jul 14, 2007 3:32 pm
by dichtfux
I've had a look at the CTF map, mmctf4. Here's some suggestions and comments:


There a very long line of sight on the upper level, you should definetly try to block it:
Image


This room would be more interesting if the ground wasn't flat. Maybe also add some details like a bit of shallow water or sth like that to make it look more interesting. The circle strafe to the statues to grab the health bubbles / shards seems too hard for what you get for it.
Image


If you go through the tele and then back (through the tele at the target location), you are thrown at the wall to the left because the teledest is heading the wrong way. The JP on the left takes you too high (as stated above).
Image


I don't like the RA/RL area shown here. No gameplay, tight, dark.
Image


General thoughts:
* (texturing of) the lower level is a bit boring
* some hallways are a bit tight, especially the ones to PG with the windows you can look/shoot but not jump through
* the same hallways are a bit boring because they offer too little interaction with players in the central area - you can shoot at them through the windows, but it's rather pointless to do it from in there. I avoided these areas almost completely.
* JPs take you much to high up, making you a *very* easy target
* Don't know if you really need all of the teles.
* Too little interaction between the upper and lower level. Maybe force the player choosing the lower path to expose himself to the upper level in the central room.


I think the general layout isn't bad, but you should try to improve some of the things mentioned above, most of all the LOS and other gameplay issues. I like the flag room (though the stairs leading up to the flag could be a bit wider)!


Hope this helps you.

Keep it going!

Posted: Sun Jul 15, 2007 1:42 am
by Magnus
Well I fixed just about everything you mentioned other than that LOS issue. Still trying to decide what would be a good way of correcting this issue.
I have a few ideas just what one to use...lol.

Posted: Mon Jul 16, 2007 9:38 pm
by dichtfux
Tried to have a look at the other map, but it was hard due to missing textures:

Image


I suggest you fix this and upload the map again.

Which textures are missing can be seen on this screenshot:

>>> click me to see missing textures (large image) <<<

The console messages also say that windfly.wav is missing (see linked sceenshot above). This indicates that you used a wrong target for a jumppad if I'm not mistaken. Use target_position for all jumppads to fix this. Don't know about the other sound, maybe someone else can help.