Page 1 of 3
ct3tourney2
Posted: Wed Mar 31, 2010 8:51 pm
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.
Re: ct3tourney2
Posted: Thu Apr 01, 2010 12:53 pm
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...
Re: ct3tourney2
Posted: Mon May 03, 2010 5:59 pm
by cityy
Hm, Hipshot was the only one who replied but I continued working on this level.
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]
Re: ct3tourney2
Posted: Mon May 03, 2010 6:13 pm
by roughrider
Interesting looking screenies. Will grab this one too and run around in it a bit.
Re: ct3tourney2
Posted: Mon May 03, 2010 6:48 pm
by Theftbot
Nice skybox, and env.
One thing:-slow dont the rain by 4 times
Re: ct3tourney2
Posted: Mon May 03, 2010 7:20 pm
by tehSandwich
So far, it looks very good!
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.
Re: ct3tourney2
Posted: Mon May 03, 2010 7:36 pm
by roughrider
That last screeny looks familiar...
Re: ct3tourney2
Posted: Mon May 03, 2010 8:05 pm
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.
Re: ct3tourney2
Posted: Tue May 04, 2010 12:09 am
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]
Re: ct3tourney2
Posted: Tue May 04, 2010 12:53 am
by fKd
far out cityy! really nice looking stuff! will download and play after work.
Re: ct3tourney2
Posted: Tue May 04, 2010 8:08 am
by Noruen
That is outstanding! Great graphic

I will try it.
Re: ct3tourney2
Posted: Tue May 04, 2010 10:25 am
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.

Re: ct3tourney2
Posted: Tue May 04, 2010 11:18 am
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.
Re: ct3tourney2
Posted: Tue May 04, 2010 2:28 pm
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.
Re: ct3tourney2
Posted: Tue May 04, 2010 2:36 pm
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!?
Re: ct3tourney2
Posted: Tue May 04, 2010 3:34 pm
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!
Re: ct3tourney2
Posted: Tue May 04, 2010 3:43 pm
by cityy
Removed the mirrors already... also removed some of the broken bricks. r_speeds dropped from 29k to around 14k at the RA.
Re: ct3tourney2
Posted: Tue May 04, 2010 4:47 pm
by Hipshot
This rain could never cause such a frame drop, unless you're on a GeForce 256...
Re: ct3tourney2
Posted: Wed May 05, 2010 5:41 pm
by cityy
Updated: http://cityy.explicits.de/uploads/maps/ ... _beta3.zip
- improved performance
- added some TPs
Edit: fixed link

Re: ct3tourney2
Posted: Wed May 05, 2010 7:06 pm
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.
Re: ct3tourney2
Posted: Wed May 05, 2010 7:30 pm
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.
Re: ct3tourney2
Posted: Wed May 05, 2010 7:35 pm
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..
Re: ct3tourney2
Posted: Wed May 05, 2010 7:41 pm
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.
Re: ct3tourney2
Posted: Thu May 06, 2010 9:10 am
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.
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.
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.
Still an issue.
- LG side rounded wall area also a bit bland, some more deco would be nice here as well.
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.
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.
Re: ct3tourney2
Posted: Thu May 06, 2010 10:17 am
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.