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Q3 map :: phantq3dm1_Alpha_5 [Updated 9.24.08]
Posted: Thu Jul 31, 2008 5:05 am
by phantazm11
Howdy all,
I've decided to make a small map for Quake 3 (my first) and was looking for some feedback on the layout so far. The map is in the early alpha stages and is setup mainly for Tournament play, but is fun (imo) for up to three in FFA. I'm making this for VQ3 in mind.
Screenshots (screens are from before I made slight modifications):
[lvlshot]http://i4.photobucket.com/albums/y138/phantazm11/Level%20Design/phantq3dm1_alpha_1.jpg[/lvlshot]
[lvlshot]http://i4.photobucket.com/albums/y138/phantazm11/Level%20Design/phantq3dm1_alpha_2.jpg[/lvlshot]
Note: The download link now points to the Alpha 5 version.
Download
Thanks to spirit and Twisted over at Levelmakers for suggestions up to this point.
Re: Q3 map :: phantq3dm1_alpha_1
Posted: Fri Aug 01, 2008 5:43 pm
by Kaz
I really like the general look of the map. I'd personally love to be able to spam nades into the MH area, the grates are perfect for it.
Re: Q3 map :: phantq3dm1_alpha_1
Posted: Fri Aug 01, 2008 9:31 pm
by ix-ir
From the look of the screenshots you have potential as a gameplay mapper. I'll have a run around.
Re: Q3 map :: phantq3dm1_alpha_1
Posted: Sun Aug 03, 2008 9:19 pm
by phantazm11
Here is the newest version of the alpha layout I've been working on. The level has a bit more depth to it to hopefully make it more exciting. I've also added the grenade launcher to spice things up a bit.
btw: My first post may have been a bit confusing. This my first map for Q3, not my first map
New screens:
Download
Re: Q3 map :: phantq3dm1_alpha_2 [Update]
Posted: Mon Aug 04, 2008 8:21 pm
by v1l3
nice map..pretty fun to play
Re: Q3 map :: phantq3dm1_alpha_2 [Update]
Posted: Tue Aug 12, 2008 8:28 pm
by phantazm11
I'm glad you like it v1l3.
Been busy, but I have another version in the works . I'll upload it in a day or so.
Re: Q3 map :: phantq3dm1_alpha_2 [Update]
Posted: Tue Aug 12, 2008 9:38 pm
by foralarx2k3
Some nice changes on Alpha2 ... like where you are headed with this ... I was wondering if it would be possible to make the exit from the mega health teleporter goto the alcove under the rail gun where the SG ammo is instead of back through the one that takes you to the mega. Also what about making the one that goes to the mega a visual one so you can see into the megahealth pit like the one where the megahealth is on DM7. I know it's a frame rate hitter but most rigs should be able to handle it these days. It might be nice to get up to the RG ledge from the stair well where the LG ammo and 25 health are. Giving you can reach the RG just as quick from the RL going the other way round I don't see there being to much of a problem with this. Anyways just a couple of ideas I thought I'd chuck out there. Take what you will from them. I won't be offended if you ignore them all.
Re: Q3 map :: phantq3dm1_alpha_2 [Update]
Posted: Wed Aug 13, 2008 7:18 pm
by phantazm11
I've updated the map to Alpha 3 status. The map is a bit easier to get around now, and the red armor room has been modified. I've added a second yellow armor to appeal to the competitive crowd.
foralarx2k3: Thanks for the suggestions. Although I've not incorporated all of them, I think you had some great ideas. I added the third teleporter before your post, so I think that your MH tele exit and stairwell to the RG ideas had been at least partially addressed. Of course, if you think my changes adversely affect the map, be sure to voice your oppinion! I take all feedback into consideration. Thanks again for the feedback
Download Alpha 3
If everyone likes this version, I will probably begin detailing the map. So if you have any major changes you think will make this a better competitive map, please let me know!
Thanks,
Phantazm11
Re: Q3 map :: phantq3dm1_Alpha_3 [Updated 8.13.08]
Posted: Sat Aug 16, 2008 5:40 pm
by foralarx2k3
Phantazm11,
I'm honoured that you even took any of my suggestions into consideration. Just had a quick blast around the third incarnation of the map.
I think the teleporter back out from the megahealth should possibly go back to being a "standard" one. It adds to that "Am I trapped in the mega-health / cat in the headlights feeling know that someone may be watching you and waiting from the plasma gun teleporter side.
I like where you've gone with the little ledge next to the LG ammo that now holds the SG ammo... a nice little touch.
I also like the addition of the second YA under the RG and the new teleporter there.
I do however sadly miss the way the RA area used to be in the second edition, especially with the grate over looking it from the RA ledge. (One of the whole points of adding in the GL really as it makes for a great tactical / spam weapon through those grates).
Lastly and I've been sorta toying with asking you about this. Do you think you could make another cut out ledge round the back of the map where the stair well is with the RL ammo on it, with the ledge over looking it. If it was at the level of the top of the stairs then you be able to jump up to the ledge leading to the RL / RA in norm Q3 coming from the YA / PG route. I realise you can already easily do this in CPM from the Stairs using a double jump / mouse turn with pro-mode enabled. But hey, I like to level the playing field somewhat
Again these are my thoughts, and they should not be taken to heart nor should you act on them or any of them at all if you don't want to. I will certainly not be offended. Like I said I like where you've gone with the map and I'll still be looking forward to the final.
Well done so far, looking forward to the next installment.
Ian
AKA FoRa!
Re: Q3 map :: phantq3dm1_Alpha_3 [Updated 8.13.08]
Posted: Sun Aug 17, 2008 6:26 pm
by phantazm11
foralarx2k3: Thanks a lot for taking a look at the newest version.
I took the grate out from above the RA area mostly because, with the map being a little tighter than most, the opening gave away to much positional information, especially for the competitive crowd. I, however, like the grates themselves so I might add it back in, but it will be higher than before, like the change I made to the grate above the MH (see screenshots for that example).
The jumpback to the RL/RA areas from the YA at the back of the map is a great idea. Hadn't really thought of that for some reason. In q4 I would have just added a few rampjumps to everything and called it a day.

Consider it done.
Not really sure what I will do about the teleporters yet. You have a valid point. I'll play it some more to try and see how much of an advantage it may give.
phantazm11
Re: Q3 map :: phantq3dm1_Alpha_3 [Updated 8.13.08]
Posted: Mon Aug 18, 2008 9:34 am
by foralarx2k3
Thanks Phantazm11. Will you do one more layout test release before you start "really skinning" please.
I feel it would benefit from the feedback of a least one "Proper Pro-moder dude" (TM FoRa 2008 :P).
Re: Q3 map :: phantq3dm1_Alpha_3 [Updated 8.13.08]
Posted: Mon Aug 18, 2008 7:53 pm
by v1l3
speaking of promode (I'm not sure if you're even aimed at promode), you can't tele-jump out of your teleporters. The way you have it now..when coming out of the tele's, they drop you out, rather than coming out at the ground level. I tele-jump in VQ3 also..so it doesn't just apply to promode physics. I think I could nearly tele-jump to the MH. This could also cause some headbutt's when coming out of one of them possibly..would have to see I guess.
Re: Q3 map :: phantq3dm1_Alpha_3 [Updated 8.13.08]
Posted: Tue Aug 19, 2008 4:36 pm
by g0th-
Hey Phantazm11 nice to see a q3 map from you.
From what I can tell by just running around by myself on it. The layout looks very good, it seems very well balanced and the weapons placement is very good. I can imagen that many fun and interesting gameplay situations can arise in this. I especially like the teleporter's and the railgun placement.
Looking forward to a beta version
Re: Q3 map :: phantq3dm1_Alpha_3 [Updated 8.13.08]
Posted: Tue Aug 19, 2008 5:29 pm
by dichtfux
Have ix-ir tear it apart.
Re: Q3 map :: phantq3dm1_Alpha_3 [Updated 8.13.08]
Posted: Thu Aug 21, 2008 5:53 am
by phantazm11
foralarx2k3: Sure thing. I'm actually working on a new version now, trying to incorporate some of the things in this and other threads.
One of the things I'm working on is an improved RA room. Another mapper had an idea to add another route out of the RA room, but it seems to slow the map down (imho). Here is a DL to his version of the map if anybody has any suggestions.
Download
I'm leary of adding yet another Teleporter, but it is a possibility.
v1l3: I'll lower the TP entities to the floor. Thanks for the info
g0th: Thanks a lot man
dichtfux: He is more than welcome to leave feedback. The map will benefit from players observations and suggestions, harsh as they might possibly be

Re: Q3 map :: phantq3dm1_Alpha_3 [Updated 8.13.08]
Posted: Fri Aug 22, 2008 4:55 am
by phantazm11
Okay.
Here is the new and improved Alpha 4 version. I decided to use a teleporter for the third route out of the RA room after all. It adds another degree of unpredictability that I think the map could use.
Here is a quick screenshot (nothing fancy):
Download Alpha Version 4
Unless there are major concerns, the next version will be a full-fledged beta.
Re: Q3 map :: phantq3dm1_Alpha_3 [Updated 8.13.08]
Posted: Fri Aug 22, 2008 9:20 pm
by foralarx2k3
Phantazm11,
Thanks for taking on board some of my suggestions. Just one quickie if I may...
I think you may have took me the wrong way on the teleporters. I think the camera (DM7) one should be where the plasma gun is and the normal one inside the mega-health pit. That way you have no idea if when you are in the mega-health pit if the teleporter exit is a good idea or not
I really like the new red armour layout, I was gonna say I was concerned about the exit location of the RA teleporter ... but to be honest it only takes a further two strafe jumps to reach the yellow armour by the plasma if you don't use it.
So other than switching those two teleporters round I think you have a winner here, and it's most def ready for the skinning and beta stage, which is probably going to consist of us commenting on any sparklies we find once you've layed down the chosen texture set properly. Really looking forward to seeing this.
Thanks for sharing the alphas with us.
Ian
AKA FoRa!
Re: Q3 map :: phantq3dm1_Alpha_3 [Updated 8.13.08]
Posted: Sun Aug 24, 2008 11:35 pm
by phantazm11
No problem at all, foralarx2k3. I appreciate your feedback. You've had some great ideas for this map and I thank you for taking the time to check it out.
Concerning the teleporter: Yeah, I must have read your post wrong. I will switch them around
The new tele exit isn't set in stone. If a better position for it can be found, moving it will be a snap.
Re: Q3 map :: phantq3dm1_Alpha_3 [Updated 8.13.08]
Posted: Tue Sep 23, 2008 2:32 am
by fKd
are you still working on this? a 5th alpha to test?
Re: Q3 map :: phantq3dm1_Alpha_3 [Updated 8.13.08]
Posted: Wed Sep 24, 2008 4:15 pm
by phantazm11
Actually, there is 5th alpha version. Guess I forgot to post it here
Download
I've got the map mostly done, but I decided to remodel the alpha 4 version to reflect the changes instead of presenting the half-textured pre-beta version.
The main difference is the RA room. I took out the tp and added a hallway around to the LG space. The architecture has also been reconfigured for more interesting gameplay.
Thanks for reminding me

Re: Q3 map :: phantq3dm1_Alpha_5 [Updated 9.24.08]
Posted: Wed Sep 24, 2008 6:13 pm
by foralarx2k3
I really like the new RA area and the new conectivity, a definate improvement ... though I'm not sure what you are trying to acheive with the gap in the floor around the RA ... is it just the beginnings of something cosmetic? Cause it's not wide enough to fall down.
Don't forget to swap those two teleporters round

Oh and as you are possibly getting close to a beta version. Don't forget to player clip the top of the map ... I was able to RJ from the RL straight over the walls and land in the RG section.
This gets a mighty thumbs up from me ...looking forward to the beta
Ian
AKA FoRa.
Re: Q3 map :: phantq3dm1_Alpha_5 [Updated 9.24.08]
Posted: Wed Sep 24, 2008 10:06 pm
by phantazm11
foralarx2k3: Thanks for taking a look, man.
The gap around the RA is cosmetic...just playing around with a few ideas at this point. I don't want it to be a trap, but I am considering maybe raising the pedestal a bit to make the player have to jump for the RA...Dunno yet. What do you think?
The tp and ceiling clipping issues will be fixed in the beta

Re: Q3 map :: phantq3dm1_Alpha_5 [Updated 9.24.08]
Posted: Fri Sep 26, 2008 8:32 pm
by foralarx2k3
Phant,
Just call me Fora or Ian, you must the only person on the net using my full alias these days
Not sure about raising the pedestal, it would give the person near the RA the upper ground.
Whatever you do, if you keep the gap, don't forget to at least bot clip it. It's my personal experience that they act kinda strange around gaps in the floor with a long drop, even if they can't fall down them.
Ian
AKA FoRa.