Q3 Alpha - smdm01 *SECOND VERSION*

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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Silicone_Milk
Posts: 2237
Joined: Sat Mar 12, 2005 10:49 pm

Q3 Alpha - smdm01 *SECOND VERSION*

Post by Silicone_Milk »

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 :disgust:
(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"

Obligitory Screenies:
Image
Image
Image
Image

Download Link:
http://files.filefront.com/smdm01+a5pk3 ... einfo.html

Thanks guys!

P.S. Revised layout and bot support!
Last edited by Silicone_Milk on Sun Sep 23, 2007 5:38 am, edited 2 times in total.
dichtfux
Posts: 571
Joined: Thu Feb 02, 2006 10:51 pm

Re: Q3 Alpha - smdm01

Post by dichtfux »

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.
[color=#FFFFFF][url=http://maps.rcmd.org]my FPS maps[/url][/color]
scythe
Posts: 66
Joined: Mon Mar 25, 2002 8:00 am

Re: Q3 Alpha - smdm01

Post by scythe »

Gotta agree on the .aas and the lower level lights. The upper level looks like it could make for some good fights.
Silicone_Milk
Posts: 2237
Joined: Sat Mar 12, 2005 10:49 pm

Re: Q3 Alpha - smdm01

Post by Silicone_Milk »

Ok now I'm really interested in this map you're talking about Dichtfux.

And yeah.... I suppose Ill compile a .aas file for you guys to test out.
dichtfux
Posts: 571
Joined: Thu Feb 02, 2006 10:51 pm

Re: Q3 Alpha - smdm01

Post by dichtfux »

Don't know ra3map1? Never played RA3? You missed something!

Links:
The Rocket Arena 3 Mod
Screenshot of ra3map1 arena1
[color=#FFFFFF][url=http://maps.rcmd.org]my FPS maps[/url][/color]
Grudge
Posts: 8587
Joined: Mon Jan 28, 2002 8:00 am

Re: Q3 Alpha - smdm01

Post by Grudge »

Maybe a bit too symmetric. Try mixing it up a bit.
Silicone_Milk
Posts: 2237
Joined: Sat Mar 12, 2005 10:49 pm

Re: Q3 Alpha - smdm01

Post by Silicone_Milk »

I had a ton of fun with the .aas file compiled! I played against Hunter and Ranger on Nightmare.


Yay post 500! Im afflicted :up:
Last edited by Silicone_Milk on Wed Sep 19, 2007 5:46 am, edited 1 time in total.
a13n
Posts: 1672
Joined: Thu Feb 10, 2005 2:08 am

about title

Post by a13n »

"Minimum Overdraw"

Reason:
When people are wondering which maps to downlaod, this name gives itself a persuading candidate.
Silicone_Milk
Posts: 2237
Joined: Sat Mar 12, 2005 10:49 pm

Re: Q3 Alpha - smdm01 *SECOND VERSION*

Post by Silicone_Milk »

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.
Silicone_Milk
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Joined: Sat Mar 12, 2005 10:49 pm

Re: Q3 Alpha - smdm01 *SECOND VERSION*

Post by Silicone_Milk »

Latest alpha is being held back until I can figure out what's causing my bots to suddenly stop moving when they grab the RL.
Silicone_Milk
Posts: 2237
Joined: Sat Mar 12, 2005 10:49 pm

Re: Q3 Alpha - smdm01 *SECOND VERSION*

Post by Silicone_Milk »

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!
Image
Image
Image
Image

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
Silicone_Milk
Posts: 2237
Joined: Sat Mar 12, 2005 10:49 pm

Re: Q3 Alpha - smdm01 *SECOND VERSION*

Post by Silicone_Milk »

Starting first beta build of the map tomorrow.
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