Page 1 of 1

kazspeed2 - Phetamine

Posted: Sun Feb 10, 2008 6:50 am
by Kaz
Sat down the other day and just kinda cranked out a little speedmap. Took a few minutes over an hour:

Download: http://kaz.quakedev.com/files/kazspeed2.zip

Screenshot:
[lvlshot]http://kaz.quakedev.com/junk/kazspeed2.jpg[/lvlshot]

Comments are welcome.... I'm highly tempted to create a legitimate map out of this one.

Re: kazspeed2 - Phetamine

Posted: Tue Feb 12, 2008 7:13 pm
by Kaz
Anyone? Pity post perhaps?

Re: kazspeed2 - Phetamine

Posted: Wed Feb 13, 2008 7:38 am
by speaker
Hi,

I checked out your map, I like the layout. It is clean but not too simplistic. The only thing is that for my taste vertical distances are a bit too large (relative to the horizontal size of the map). I think the map has potential, so I suggest go ahead and finish it. What kind of theme do you plan to use?

Re: kazspeed2 - Phetamine

Posted: Wed Feb 13, 2008 4:30 pm
by obsidian
Not much to say about it this early. I agree that some of the vertical distances feel a bit large. Other than that, it feels a tad boxy along the outer edges (it is more or less a big box) so I would try to be a little more creative along those lines.

Other than that, I think the weapon and item placement seems to be pretty good so far. The two yellow armors are relatively close together, but surprisingly, it takes a bit of time to get both of them which is good (or rocket-jump to it).

Re: kazspeed2 - Phetamine

Posted: Wed Feb 13, 2008 8:27 pm
by Kaz
Thanks for the replies, guys. I'll play around with the various height levels to find a good balance.

In regards to a theme, I've made a quick reconstruction of the brushwork in 3dsmax, and I'm going to try making an "overgrown" look with vines and ivy and such (is that cliche yet?), although I don't know if the underlying textures and such will be tech-y or goth-y or whatever.

/me gets to work

Re: kazspeed2 - Phetamine

Posted: Wed Feb 13, 2008 8:40 pm
by o'dium
I dont think you should worry to much about the height, its an illusion really. Because its not textured yet you dont have anything to go by in terms of scale, so it looks very high, but in fact its quite normal.

Re: kazspeed2 - Phetamine

Posted: Thu Feb 14, 2008 12:48 am
by corsair
Hi Kaz,
I wasn't very interested in checking this out because your title states that this is a speedmap, and thus a final map version. (yet it looks like an alpha : )
Also, because it is a speedmap, I figured that the layout can't be that great as a map that's been worked on for months.
I just noticed you want to continue working on this map, in regard to that, you may want to add the word "alpha" in the title next time :)
If it weren't for odium's comment on the height, I would have waited for a next version to test this out, but I'm gonna download it now anwyway.

You can expect more comments from me before friday. (I've got some game release party tomorow evening, and a lan party at night - who knows we'll be giving this a try then : )

Also, what I just said about how I thought this layout can't be as good as others, please ignore that, thats a thought of which I know I may be very wrong.

happy mapping ^^

Re: kazspeed2 - Phetamine

Posted: Thu Feb 14, 2008 12:53 am
by v1l3
I might be a little bit of a late commentor but...
It think it's good..I like it more than kazspeed1 that you put out sometime
back. The RL and PG area's are kind of open, but it's really kind of hard to
say in considering that the shape of a map can change so much from this point
to it's end. I dunno if I like the MH spot..it's nice when you're coming from
the upper level to drop down to it, but when going at it normally you have to
grab it and turn around to go back into the flow. I guess that it makes a
person have to put some work into grabbing it..it's good/bad..up to you I
guess. I like how on the bottom center of the map it splits into three
different ways...it'll look nice.
Obsidian is right about the whole boxmap feel...but, like above how I mentioned
the RL and PG area being wide open. I think if you worked more on those area's
and possibly make them move out of the box and make the walkways that are
already there a little more thin or whatever..I think you'd pull off something
interesting. If you can do this one in less than an hour I figure you could
turn it into something dangerous in a month! =)
..with the overgrown thought, I figure I should mention map natedm3..I'm not sure
whether you've played it or not, but it has a nice plant set-up.

Re: kazspeed2 - Phetamine

Posted: Thu Feb 14, 2008 2:14 am
by Kaz
@corsair: yeah, that is kinda confusing and i should've clarified a bit! looking forward to comments
@vile: my favorite part was the mh part, it reminded me of the q3dm13 drop down :D. The boxiness and such are definitely things to get rid of, I'll work on it. and Quake Monkeys rocks

Thanks much!

Re: kazspeed2 - Phetamine

Posted: Sat Feb 16, 2008 2:07 am
by corsair
since it's already past friday by now, I should post something :)

Earlier today I played your map on ffa with bots for a round till 100 frags, then 2 games with sarge on hardcore, and 2 on nightmare.

I just came back from the pub so I'm not going to get into detail right now, but I must say that I really enjoyed playing your map. The layout is pretty polished. I thought of a few potential improvements, but most of them would break down other good parts, so I won't bring them up.

One thing I can still write with the alcohol in my blood is that I felt that it's too easy to dominate the map by getting the two yellows and the megahealth in a quick run. That is true, at least, versus bots. I almost managed to score 20-0 on nightmare vs sarge. I think one of the yellows should be more in the center, at a seemingly 'useless' part of the map.

More later... (get a second version up btw! : )

Re: kazspeed2 - Phetamine

Posted: Sat Feb 16, 2008 2:43 pm
by corsair
Alright, I just played it on lan. The two yellows and the mh are fine as they are.
The ceiling atop of the yellow in the corner should be lowered somewhat, so that it gives splash damage with rockets.
The map could use a railgun. The rooms are small enough for it.
Maybe too much of the spawnpoints are on the lowest floor. A good player can easily spawnkill his opponent a few more times after he fragged him once, which can become anoying.
The distribution of health is okay, but one extra +25 wouln't hurt. Or replace the one near the grenade launcher with a 50. (also here, the ceiling could be lowered a bit for the same reason as with the YA)
Overall I think the vertical heights are good, so I wouldnt alter that too much.
You've got quite some jumppads in the map. When someone uses any of them, the opponent can't know which one. Adding small health bubbles near one of them may make this more interesting. The shards work very well.
When you get to detailing the map, you may want to add some ornaments or offset bricks behind the megahealth, so that a player isn't cornered per se, but can jump his way out, slowly.
The others are right about the boxmap feel, though I don't think you should alter the layout for that. Create fancy architecture to break up the huge outer walls, and I'm sure it'll feel alot better.

hf with continuing the good work ^^