ct3tourney2

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
cityy
Posts: 1020
Joined: Mon Aug 10, 2009 8:23 am

ct3tourney2

Post by cityy »

Hey everybody.

I started to work on a small tourney/ffa map.

Download: http://cityy.explicits.de/uploads/maps/ ... ey2_a1.zip

[lvlshot]http://cityy.explicits.de/uploads/maps/ct3tourney2_a1/a1.jpg[/lvlshot]

I would like to know what you guys think about the layout - I am not sure about the RL area and the corridors arround the SG and is it too open?

Thanks, cityy.
www.ferdinandlist.de/leveldesign
User avatar
Hipshot
Posts: 1548
Joined: Sun Jan 20, 2002 8:00 am

Re: ct3tourney2

Post by Hipshot »

Played it some 20 min with 2 bots.

Annoying that I can fall down between the planks =)
And I really didn't think it was too open, but I enjoy more open maps these days, quake live damaged I guess...
Q3Map2 2516 -> http://www.zfight.com/misc/files/q3/q3map_2.5.16_win32_x86.zip
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
cityy
Posts: 1020
Joined: Mon Aug 10, 2009 8:23 am

Re: ct3tourney2

Post by cityy »

Hm, Hipshot was the only one who replied but I continued working on this level. :p

Grab beta 2 here: http://cityy.explicits.de/uploads/maps/ ... _beta2.zip

Mostly using textures by Hipshot but also some from method's yan_test(q4) ... also used 1 from kingpin - forgott to mention that in the readme. Gonna be added.

[lvlshot]http://cityy.explicits.de/uploads/maps/ct3tourney2_beta/ct3tourney2.jpg[/lvlshot]
Last edited by cityy on Mon May 03, 2010 6:33 pm, edited 1 time in total.
www.ferdinandlist.de/leveldesign
User avatar
roughrider
Posts: 355
Joined: Mon Jul 22, 2002 7:00 am

Re: ct3tourney2

Post by roughrider »

Interesting looking screenies. Will grab this one too and run around in it a bit.
Team *A51* Q3 & QL
User avatar
Theftbot
Posts: 483
Joined: Thu Oct 08, 2009 4:03 am

Re: ct3tourney2

Post by Theftbot »

Nice skybox, and env.

One thing:-slow dont the rain by 4 times
tehSandwich
Posts: 64
Joined: Thu Jun 11, 2009 5:49 am

Re: ct3tourney2

Post by tehSandwich »

So far, it looks very good! :up:

However, it currently runs very badly in some spots.
[lvlshot]http://img263.imageshack.us/img263/3959/shot0076b.jpg[/lvlshot]
You probably need to invest into some vis blockers since both large rooms can see each other.

Clipping also needs some work.

[lvlshot]http://img227.imageshack.us/img227/1020/shot0075d.jpg[/lvlshot]
I don't know why there are mirrors in the jump pad but I'm sure that 95% of the time, the player will never see them.

[lvlshot]http://img263.imageshack.us/img263/7216/shot0077m.jpg[/lvlshot]
That place is particularly boring. You should try adding some stuff there to make it less boring.
User avatar
roughrider
Posts: 355
Joined: Mon Jul 22, 2002 7:00 am

Re: ct3tourney2

Post by roughrider »

That last screeny looks familiar...
Team *A51* Q3 & QL
User avatar
Hipshot
Posts: 1548
Joined: Sun Jan 20, 2002 8:00 am

Re: ct3tourney2

Post by Hipshot »

tehSandwich wrote:However, it currently runs very badly in some spots.
I agree that the r_speeds are pretty high here, mostly because of the bricks and some piping I think. And it could be vised better...
But I think your low FPS is because of your hardware? ~50 is really low... I don't get any frame drops at all and are at a stable 125 all the time.
Q3Map2 2516 -> http://www.zfight.com/misc/files/q3/q3map_2.5.16_win32_x86.zip
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
deqer
Posts: 298
Joined: Mon Dec 28, 2009 6:30 pm

Re: ct3tourney2

Post by deqer »

The map looks nice. I like the textures, lighting, shadows, and layout. I like the rain, and the bounce pads too.

I was unable to play it professionally against an opponent. However, I still have a bit of feedback to provide.

[lvlshot]http://www.bport.ca/temp/ct3tourney2/ct3tourney2_1.jpg[/lvlshot]
[lvlshot]http://www.bport.ca/temp/ct3tourney2/ct3tourney2_2.jpg[/lvlshot]
[lvlshot]http://www.bport.ca/temp/ct3tourney2/ct3tourney2_3.jpg[/lvlshot]
[lvlshot]http://www.bport.ca/temp/ct3tourney2/ct3tourney2_4.jpg[/lvlshot]
[lvlshot]http://www.bport.ca/temp/ct3tourney2/ct3tourney2_5.jpg[/lvlshot]
[lvlshot]http://www.bport.ca/temp/ct3tourney2/ct3tourney2_6.jpg[/lvlshot]
[lvlshot]http://www.bport.ca/temp/ct3tourney2/ct3tourney2_7.jpg[/lvlshot]
[lvlshot]http://www.bport.ca/temp/ct3tourney2/ct3tourney2_8.jpg[/lvlshot]
[lvlshot]http://www.bport.ca/temp/ct3tourney2/ct3tourney2_9.jpg[/lvlshot]
[lvlshot]http://www.bport.ca/temp/ct3tourney2/ct3tourney2_10.jpg[/lvlshot]
Last edited by AEon on Tue May 04, 2010 8:04 pm, edited 1 time in total.
Reason: lvlshot'ed those images.
fKd
Posts: 2478
Joined: Sat Jun 03, 2006 2:54 am
Location: Wellington
Contact:

Re: ct3tourney2

Post by fKd »

far out cityy! really nice looking stuff! will download and play after work.
Noruen
Posts: 308
Joined: Thu Jan 28, 2010 11:45 pm

Re: ct3tourney2

Post by Noruen »

That is outstanding! Great graphic :) I will try it.
Anthem
Posts: 399
Joined: Wed Oct 21, 2009 12:34 am

Re: ct3tourney2

Post by Anthem »

I think you should take away the lower teleport (that does not fit in the theme of the map) and replace it with the fan on the upper level. This would successfully solve one problem deqer found with the map: the upper level seems to end quite abruptly. If there was a teleport on the upper level, there would be more meaning to go up there since it also leads to another part of the map.
[lvlshot]http://i105.photobucket.com/albums/m231/Lowerboy444/1-9.jpg[/lvlshot]


The teleporting location could also be changed to benefit this long, boring hallway that tehSandwich noted.
[lvlshot]http://i105.photobucket.com/albums/m231/Lowerboy444/2-8.jpg[/lvlshot]


On a side note, I like the water you used. Water is very useful for gameplay because it helps the players hear each other. The game is no fun if you can't run into someone frequently.

The design is nice. I really like the sky, rain and thunder.

I would add ambient sounds to the fans.

To me, you have too many of those square lights. I feel that it detracts from the overall appearance of the map.

I enjoyed this map; keep up the great work. :)
Last edited by Anthem on Wed May 05, 2010 7:00 pm, edited 1 time in total.
[url=http://www.xfire.com/profile/vlnoheaven/][img]http://i105.photobucket.com/albums/m231/Lowerboy444/xfire.png[/img][/url]

[url=http://teameventhorizon.com/]Team Event -O- Horizon[/url]

[url=http://mapping.maverickservers.com/]NoGhost Map Making Competition 2 (June 2010)[/url]
fKd
Posts: 2478
Joined: Sat Jun 03, 2006 2:54 am
Location: Wellington
Contact:

Re: ct3tourney2

Post by fKd »

i liked the map, but it was dipping right down to like 35 fps... thats worse than my maps! you really need to look into performance.
dONKEY
Posts: 566
Joined: Mon Oct 15, 2001 7:00 am

Re: ct3tourney2

Post by dONKEY »

Performance is OK for me. I guess it's the rain shader causing issues for people. Seeing as you are going for realism...tiny nitpick, window frames are recessed, they don't stand proud of walls.
cityy
Posts: 1020
Joined: Mon Aug 10, 2009 8:23 am

Re: ct3tourney2

Post by cityy »

Thanks, for the huge amount of feedback guys! I'm gonna look into it. :)

Edit:
@deqer: http://www.youtube.com/watch?v=hlE_jjZxg4U That jump works fine for me!?
www.ferdinandlist.de/leveldesign
tehSandwich
Posts: 64
Joined: Thu Jun 11, 2009 5:49 am

Re: ct3tourney2

Post by tehSandwich »

dONKEY wrote:Performance is OK for me. I guess it's the rain shader causing issues for people. [...]
I have experimented with some of the settings and I found out that it's not even the rain shader that's doing most of the lag, it's the useless jump pad mirrors!
cityy
Posts: 1020
Joined: Mon Aug 10, 2009 8:23 am

Re: ct3tourney2

Post by cityy »

Removed the mirrors already... also removed some of the broken bricks. r_speeds dropped from 29k to around 14k at the RA.
www.ferdinandlist.de/leveldesign
User avatar
Hipshot
Posts: 1548
Joined: Sun Jan 20, 2002 8:00 am

Re: ct3tourney2

Post by Hipshot »

This rain could never cause such a frame drop, unless you're on a GeForce 256...
Q3Map2 2516 -> http://www.zfight.com/misc/files/q3/q3map_2.5.16_win32_x86.zip
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
cityy
Posts: 1020
Joined: Mon Aug 10, 2009 8:23 am

Re: ct3tourney2

Post by cityy »

Updated: http://cityy.explicits.de/uploads/maps/ ... _beta3.zip

- improved performance
- added some TPs :D

Edit: fixed link :shrug:
www.ferdinandlist.de/leveldesign
AEon
Posts: 1816
Joined: Sun Apr 20, 2003 7:00 am

Re: ct3tourney2

Post by AEon »

Overall a really beautiful map... I like the layout... feels "right". Played against 2 bots on hardcore. So this is more FFA feedback.

Some thoughts:
  • The TP is "interesting"... it gets you one level up... that seems to be fine, not sure you really need it though.
  • TP design needs some more subtlety, obviously :).
  • The outer wall corridor from the RL to the main arena is a bit bland, some window mock-ups, ledges and other deco would be nice here.
  • It does not seem to be possible in vQ3 to get from the RL side to the RA? I tried strafe jumps (run, SJ, SJ) to get over there, directly. Noted the plank on the window, it gets you there, so that is fine.
  • The JPs have quite a bit of over-bounce. QuakeLive seems to do so as well... personally, I'd lower it about 20% or so for all JPs.
  • Planks, on the upper end they float above the ground. Maybe build a mechanism (brushwork) that supports them, to avoid the floating.
  • LG side rounded wall area also a bit bland, some more deco would be nice here as well.
  • Deco beams around the RL, on the walls are not clipped. Might like to look into clipping again. Did not check the rest of the map in detail though.
  • Weapon layout seems to be OK.
  • Maybe a bit more health could help, like 2 x 25H additionally for FFA.
Really solid map. Nifty!

Note: Downloaded beta 1, so the feedback was off by two betas. Posting update later in the thread for beta 3.
Anthem
Posts: 399
Joined: Wed Oct 21, 2009 12:34 am

Re: ct3tourney2

Post by Anthem »

Here (lined in red), I think breaking the bricks up a bit might help cut the monotony of the hallway. Also, the teleporter (in my opinion) should be moved over so it is centered between the light and pipe. However, that is a petty preference I have. I think it's fine where it is as well.

[lvlshot]http://i105.photobucket.com/albums/m231/Lowerboy444/1-10.jpg[/lvlshot]


Here, I feel the glass window is out of place. Even the wood-covered window is a bit of a stretch. I would recommend doing something about the glass window. Move it, remove it, something. If broken, the wooden pillar support above (circled in red) would probably also cut the monotony of the hallway. Pieces can be dropped on the stairs. In blue, if the small amount of bricks in that general area were broken up to expose the bare wall it would also help cut the monotony.

[lvlshot]http://i105.photobucket.com/albums/m231/Lowerboy444/2-9.jpg[/lvlshot]


Here, the trim is shown unfinished on both ends. I'm not sure if you decided to try to make it and it's just in process, or if you tried to get rid of it.

[lvlshot]http://i105.photobucket.com/albums/m231/Lowerboy444/3-6.jpg[/lvlshot]


Another small preference: Horizontal/Diagonal planks on the vertical wood 'door'.

[lvlshot]http://i105.photobucket.com/albums/m231/Lowerboy444/4-5.jpg[/lvlshot]



I really like what you did with the teleporters. I feel there are now too many, but I will let you and others decide if there are. I like them, though. In my opinion they can all stay.

Again, keep up the great work. This map looks quite promising.
[url=http://www.xfire.com/profile/vlnoheaven/][img]http://i105.photobucket.com/albums/m231/Lowerboy444/xfire.png[/img][/url]

[url=http://teameventhorizon.com/]Team Event -O- Horizon[/url]

[url=http://mapping.maverickservers.com/]NoGhost Map Making Competition 2 (June 2010)[/url]
cityy
Posts: 1020
Joined: Mon Aug 10, 2009 8:23 am

Re: ct3tourney2

Post by cityy »

The problem with moving the TP to the center, as you said Anthem, is that you cant jump directly through the door when you come out of the TP. I like the ideas you had for the visuals - gonna look into everything later, thanks guys!

Edit: Yeah.. have been too lazy to finish the trim because of all the curves there..
www.ferdinandlist.de/leveldesign
Anthem
Posts: 399
Joined: Wed Oct 21, 2009 12:34 am

Re: ct3tourney2

Post by Anthem »

cityy wrote:The problem with moving the TP to the center, as you said Anthem, is that you cant jump directly through the door when you come out of the TP. I like the ideas you had for the visuals - gonna look into everything later, thanks guys!

Edit: Yeah.. have been too lazy to finish the trim because of all the curves there..
Haha, I figured as much for the trim. Yeah, that makes sense for the teleport. I assumed it was like that for a reason, but I still felt obligated to post about it.

Good luck with the rest of your changes. I'd say you're pretty close to release.
[url=http://www.xfire.com/profile/vlnoheaven/][img]http://i105.photobucket.com/albums/m231/Lowerboy444/xfire.png[/img][/url]

[url=http://teameventhorizon.com/]Team Event -O- Horizon[/url]

[url=http://mapping.maverickservers.com/]NoGhost Map Making Competition 2 (June 2010)[/url]
AEon
Posts: 1816
Joined: Sun Apr 20, 2003 7:00 am

Re: ct3tourney2

Post by AEon »

Now testing beta 3:
  • Noted that one of the TPs near the MH is not actually connected to the wall, floating about 1u off the wall.
  • Since these TPs are pretty much in the design used for Quake (1), you might want to add a "bob" movement to them (up/down)... maybe.
  • Personally I think there are *way* too many TPs in the map now, 4? I'd restrict it to one TP, that transports you from one side of the map to the other. And that should be enough.
  • The outer wall corridor from the RL to the main arena is a bit bland, some window mock-ups, ledges and other deco would be nice here.
    :arrow: Looks much nicer now.
  • The more "droppy" rain does not look as nice as your beta (1) rain, IMO. It reminds me of a cartoon look, i.e. less realistic. The lightning sky is nifty.
  • The JPs have quite a bit of over-bounce. QuakeLive seems to do so as well... personally, I'd lower it about 20% or so for all JPs.
    :arrow: Still an issue.
  • Planks, on the upper end they float above the ground. Maybe build a mechanism (brushwork) that supports them, to avoid the floating.
    :arrow: Still an issue.
  • LG side rounded wall area also a bit bland, some more deco would be nice here as well.
    :arrow: Getting better, I like your "lamps".
  • Deco beams around the RL, on the walls are not clipped. Might like to look into clipping again. Did not check the rest of the map in detail though.
    :arrow: Seems like the map is missing a *lot* of playerclip... i.e. window frames near the RA, tubes on the walls etc.
  • Maybe a bit more health could help, like 2 x 25H additionally for FFA.
The suggestions by Anthem are good, breaking up that corner wall would look nice.
Anthem
Posts: 399
Joined: Wed Oct 21, 2009 12:34 am

Re: ct3tourney2

Post by Anthem »

Yeah, I was playing through the map some more and I think there are too many teleporterss. I would keep the one in the "monotonous" hallway and the one in the upper level and leave it at that. The others just add too many un-needed shortcuts.

Edit: To elaborate on my previous comment on the TPs:

In:
[lvlshot]http://i105.photobucket.com/albums/m231/Lowerboy444/1-11.jpg[/lvlshot]

Out:
[lvlshot]http://i105.photobucket.com/albums/m231/Lowerboy444/2-10.jpg[/lvlshot]

Planks:
[lvlshot]http://i105.photobucket.com/albums/m231/Lowerboy444/4-6.jpg[/lvlshot]

Trim:
[lvlshot]http://i105.photobucket.com/albums/m231/Lowerboy444/3-7.jpg[/lvlshot]

Move one of the planks (like shown in red on the upper windows) down to the lower window sill. Clip at the blue to allow players to jump (in green).
[lvlshot]http://i105.photobucket.com/albums/m231/Lowerboy444/5-3.jpg[/lvlshot]


Sorry, I was a little rushed. I may post again later to clear something up if necessary.
Last edited by Anthem on Thu May 06, 2010 7:14 pm, edited 1 time in total.
[url=http://www.xfire.com/profile/vlnoheaven/][img]http://i105.photobucket.com/albums/m231/Lowerboy444/xfire.png[/img][/url]

[url=http://teameventhorizon.com/]Team Event -O- Horizon[/url]

[url=http://mapping.maverickservers.com/]NoGhost Map Making Competition 2 (June 2010)[/url]
Post Reply