Hey everyone. I threw together a quick 1v1 DM map for Quake 3. It's currently in its second alpha stage and I was hoping to get some feedback regarding layout and item placement.
I have several titles Im also trying to decide on and, while letting me know which you like best is fun to see, will have to be up to me as an artist to finally decide upon
(In other words, I want to know which title you like best but in the end it will be my decision).
Titles:
"The Tight Place"
"The Big Squeeze"
"Minimum Overdraw" - (my favorite so far since the title is inspired by the movie Maximum Overdrive which in turn has ties to some of my best childhood memories)
"Back to Basics"
"The Art of Fragging"
Screenies remind me of the first arena of High Noon (ra3map1). I'll check it out.
EDIT: Get something to fight for (like YA) in there, place some lights on the lower level and compile the aas file so people can really test it. Reminds me of RA3 even more after I checked it out.
Version 2 uploaded. New architecture + bot support.
YA added.
PG added.
LG removed.
Also, dont pay attention to minor items like armor shards/health. Those are very much temporary placement stuff from previous versions of the alpha (I rebuilt a few times before choosing one to release).
The real things Im looking for are -
Is layout flow good?
Is weapon placement good?
Am I making it too cluttered for a 1v1 map? Im thinking about opening the downstairs and upstairs more so its not just the hallways and jumppad providing a break between them.
Version 5 uploaded! (3 and 4 will be forever missing)
New architecture.
Added MH and Quad (either one or the other spawns)
Added two new routes.
Made an arena file.
Still has bot support.
Screenshots!
turns out the bots were picking up the RL and then staring at a wall because the launch ramps shared a single target_position. They didnt see the pads as usable and so thought they were stuck.
Get the download from the OP or if you're too lazy to be bothered to go to the top of the page - HERE