Hello again my fellow LEM gremlins! (rrctf4 beta)

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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roughrider
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Hello again my fellow LEM gremlins! (rrctf4 beta)

Post by roughrider »

Hello, please help beta test my CTF map.

Download

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(Posted by Obsidian)

MAN, it has been a long time since I have been here! Just wanted to apologise for my absence and ask 1 question:
Anybody have a little spare room on a server/web site that I could drop my last failed q3 creation on? Is a ctf map, as I have always done before. It, of course, hasn't had any of the regular run-throughs by anybody here because for a very long time I had no internet. But if I do manage to get it uploaded somewhere, I would welcome any suggestions from beta testers.
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cityy
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Re: Hello again my fellow LEM gremlins!

Post by cityy »

Welcome back, I am new :)

Recently wondered who you are and why I never saw you here - funny. :olo:
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roughrider
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Re: Hello again my fellow LEM gremlins!

Post by roughrider »

cityy wrote:Welcome back, I am new :)

Recently wondered who you are and why I never saw you here - funny. :olo:
Thnx!
Some of the people in my family have aften wondered who I was too :olo:
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roughrider
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Re: Hello again my fellow LEM gremlins!

Post by roughrider »

Oh and just in case anyone might be wondering, the map size is 3.63mb
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Ferrao10
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Re: Hello again my fellow LEM gremlins!

Post by Ferrao10 »

The same three guys on the afternoon :).
I tried one of those filehavens. You know, like Rapidshare or Megaupload or, thanks to Cityy, Filefront.com.
The latter one seems to work quite fluently. It just took me 4 tries to have my .zip uploaded there.
The others failed pretty much completely.
So, I guess that is a good choice for yours, too.
Be sure you have it in a .zip file. These sites seem to react allergic against .pk3s.

Looking forward to see your map.
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roughrider
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Re: Hello again my fellow LEM gremlins!

Post by roughrider »

I used to have my own webspace for all my maps and a lot of q3 related links, etc. but have long since lost that. I may drop it on .:lvl:. if it's still around, or if I am able to con ( I mean convince) kat, I may have somewhere other then filefront to place it.

If you want a taste of my last released ctf map, it is on .:lv:., let me grab a link so any of you that don't know me and don't have it can grab it and check it out.
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cityy
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Re: Hello again my fellow LEM gremlins!

Post by cityy »

http://lvlworld.com/ - but it doesnt have a beta section anymore.
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roughrider
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Re: Hello again my fellow LEM gremlins!

Post by roughrider »

cityy wrote:http://lvlworld.com/ - but it doesnt have a beta section anymore.
No prob as far as the beta section goes. I can find somewhere else, besides FP or FF to place it until it "officially" gets released.

Edit: Here's the link for those that don't have it. <-- this is for my released map, not the beta.
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skinNCNmaster
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Re: Hello again my fellow LEM gremlins!

Post by skinNCNmaster »

filedropper.com is a good temporary host, they keep the file for a few days.. no signup or account necessary.
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roughrider
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Re: Hello again my fellow LEM gremlins!

Post by roughrider »

Thanks for the tidbit skin. How you been? Things going ok with you? You still up north?
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cityy
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Re: Hello again my fellow LEM gremlins!

Post by cityy »

I remember having played this one... it's really great - very solid pathing. I felt like there should be there should be some way to jump from JP at the LG room to the flag.. Probably add some pillar somewhere at the SG in the mid of the bases. At the moment this path is a death trap for attackers if there is a defender with a railgun.
Item placement felt ok, plenty of health and ammo - maybe place the LG a bit more obvious, I felt like it was annoying to cross the whole room to get the LG.
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roughrider
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Re: Hello again my fellow LEM gremlins!

Post by roughrider »

cityy wrote:I remember having played this one... it's really great - very solid pathing. I felt like there should be some way to jump from JP at the LG room to the flag.. Probably add some pillar somewhere at the SG in the mid of the bases. At the moment this path is a death trap for attackers if there is a defender with a railgun.
Item placement felt ok, plenty of health and ammo - maybe place the LG a bit more obvious, I felt like it was annoying to cross the whole room to get the LG.
Ahhh, the famous LG-to-flag jump! Actually, you can jump from top of jp to flag spot. Timing in that jump is very critical. You have to hit the very edge atop the jp when you jump in order to accomplish it. I used to have a demo of one of my fellow clan members at *A51* doing just that. I can make it once in a while, but I always try to over-accomplish it especially since it is my own creation. Thinking I can somehow manipulate it even though I'm not in GTK :olo:
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obsidian
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Re: Hello again my fellow LEM gremlins!

Post by obsidian »

Welcome back rough.

I have plenty of file space. Email it to me. obsidian at robot renegade dot com
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roughrider
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Re: Hello again my fellow LEM gremlins!

Post by roughrider »

obsidian wrote:Welcome back rough.

I have plenty of file space. Email it to me. obsidian at robot renegade dot com
Thanks obsidian, will email it to you.
You remember that map I linked a couple posts up obsidian? I may send you some screenies of it too since that is the easiest way to entice someone to dl :D
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cityy
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Re: Hello again my fellow LEM gremlins!

Post by cityy »

I tried to do that jump for more than 20 minutes now... It's freaking hard!

This is all I can do: http://www.youtube.com/watch?v=Ba969h90S78 :D
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v1l3
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Re: Hello again my fellow LEM gremlins!

Post by v1l3 »

Filefront Upload Link

You can upload your map here for free. The link will stay up if it's getting downloaded, but it will get dropped after so much time ... from what I've noticed when I use it. ..::LvL uses Filefront also. After you upload the file it gives you the download page link for it.
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Re: Hello again my fellow LEM gremlins!

Post by fKd »

screenshots or it never happened :D
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roughrider
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Re: Hello again my fellow LEM gremlins!

Post by roughrider »

fKd wrote:screenshots or it never happened :D
Hahaha! We used to tell people that all the time, which is the reason why I even mentioned screenies :D .
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roughrider
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Re: Hello again my fellow LEM gremlins!

Post by roughrider »

cityy wrote:I tried to do that jump for more than 20 minutes now... It's freaking hard!

This is all I can do: http://www.youtube.com/watch?v=Ba969h90S78 :D
I'll do a quick demo and show you the general location that works best. You need to get to the left or right of the jp half-moon and hit the edge on your jump. I have an easier time working on the left side, which you'll see in my short demo.
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skinNCNmaster
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Re: Hello again my fellow LEM gremlins!

Post by skinNCNmaster »

A. please put readmes in /readmes/ they really untidyup a baseq3

B. please include the .map file with all your maps. Thrust me, it's going to give you those files back when your older and have lsot them.. and for guys like me, who might optimize the map for you.. we luv doing silly things like that..

C. unify your scripts into one script/unify your textures and env into one folder and repath them in the shaders.

D. the sky is moving too fast, slow it down.. dizzy whew...

E. lol your modelling is tight. r_showtris 1 in the flagroom.. clean tris. doubt theres much one lke me could do to cut a few lines out of there...

however you've got some overdraw.. the trim under the columns, the floor and trim behind the jump pad pudiums...

the ledges along sides of the flag rooms are details, move them down one grid unit, get the edges away from any edges on other geometry.. they cause odd splitting... anywhere theres a detail aligned to an edge.. pull it off the edge one unit.. face is ok.. edge is edgy.

F. there is some visible hint related stuff that could be tightened up.. im still in the flag room.. the corridors leading out have more deawing than necessary.. sometimes that means cutting a set of brushes to shorten the length of the face thats included in visibility.. and sometimes its just a hint missing.. i dunno though,.. have no idea where your hints are...

G. the light details have too many triangles.. they are optimizable.. the double fosphorants.. vertically.. they have eight lines -ish each that can be removed..

H. since youve clipped the stairs to have three brushes each, on the little square brush along the edge, pull one vertex in four units.. and texture the outside triangle.. this will make what you've done with the overlapping overdraw along the edges gain purpose.. and look pretty good too..

I.the side to side length of the flag room+corridor either end is very flat.. one level..having some up/down in one area there.. or half and area, like one side of one corridor could be two levels... not sure if you feel me here.. but it felt long and flat.. looking through the flag room from down the side hall.

J. the room with shotgun and machine gun ammo can certainly be optimized in terms of overdraw. it will add some tris.. but lose a lot of texture hiding behind details on the walls.. structural overdraw. and the ammo in the room i feel would do the geometry more justice if it were on the ledges aside the stairs... and put jump pads at the end of each ledge on the bottom to get up..

also.. there's two area 51 symbols on those ledges and they're red on both sides, blue and red team, and they're only on the ledge on the entry of the right side to each base.. the ledges of the other room opposite side are dark.. no decorations..



K. in the central area you built a trough under the grates either end.. and textured the faces below the grate but did not put any light under there. so it is dark and the textures are invisible in the dark..

L. the triangle in the central area are mess central.. lol so much odd spilitting and stuff causes that araa to draw too large and edges are everywhere they ought not be..

M. the mega health area behind the flags.. notch the walls on either side of the mega so that weapon fire can get through a spot... mid way up.. that changes the leff ledge and the right ledge to be slightly different.

N. not sure about the use of the direction markers.. feels like you missed a few spots.. maybe make them bigger if theyre on the floor.. think about putting them on walls.. and placing more of them..

O. the upper tier of flags seems to be hanging out there really far.. on nothing.. oddly..
the lower tier of flags is too high.. it caters to the second level and not the first level.. i'd drop them down much lower.. so on the ground level the flags are visible from any entrance. once again,,, area 51 stickers in red everywhere.. lol confusing seeing red on the blue side.. maybe change the color to purple(red=1,blue=5)6=purple

P. under the ledges in the flag rooms, where all the health and armor is.. patch the corner closest to the flag to be round instead of a tight angle. so transition is force smoothened when picking up the items there en route to the jump pad..

PS the same ledge on both sides... you've done a double mirror in the map, mirror left right, mirror north south... now is the time to revise a few of the details and structural on one side of each base.. mess with the mirror..


Q. the ceiling is great in the flag room, but it lacks a bit of depth.. maybe on the bridge line.. a curve along the z axis.. would really change the feeling it produces..

also upon entry to the flag room.. a split jump pad would be cool, a half sized, left or right option jump pad to the ledges either side.. from the middle.

roughrider is an old friend, so i actually TRY when i review his stuff. lol not saying i wont try when i review yours.. :D but effort begets effort
Last edited by skinNCNmaster on Tue May 04, 2010 9:56 pm, edited 1 time in total.
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roughrider
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Re: Hello again my fellow LEM gremlins!

Post by roughrider »

Appreciate the list there skin, makes it easier to see where I didn't see before ;) . I am going to try and get some more done to it tomorrow. I have to get ready for work now so I don't have any time for it at the moment. obsidian should have some screenies for the rest of you that are interested in taking a quick peek.
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obsidian
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Re: Hello again my fellow LEM gremlins! (rrctf4 beta)

Post by obsidian »

Top floor: RED, bottom floor: BLUE. X's are JPs.

Image

I haven't looked at item placement yet. Needs more structural changes first before item placement can be considered. I would probably omit the quad and stick some other valuable weapon in the middle like the RG/LG or perhaps a MH.

Connectivity wise, it needs some work...
  • I'm not a big fan of all the dead end ammo rooms. They are death traps that slows down gameplay.
  • Middle room has a single choke point. Typically, these are not very fun to play in since there is no other path for the flag bearer to follow. He HAS to go through this way, people chasing him will know exactly where to find him so all they have to do is camp the middle.
  • Relatively long hallways are boring. Shorten them, add some more twists/elevation changes, put small rooms in between to fight in.
  • Play a little more with vertical height. See the red in the bases, adding an extra entrance to the flag room on the second floor adds some extra variables the defenders will have to consider. Add some more stairs in the bases (I forgot to draw the matching set on the left side of the pic) so that the jump pads aren't the only way up (choke point: JP's are rail bait for people bouncing up - too easy for defenders). Possibly add some kind of second floor bridge across the middle section. Increase the size of the atriums on either side of the middle area connecting the bridge on the second floor with the new hallways on the floor below.
  • Square rooms: boring. Change up the shape a bit, build into the hallways so that the hallway entrance isn't just a doorway, but a wide opening and part of the atrium floor plan. Also, the flag rooms don't have to be symmetrical.
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skinNCNmaster
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Re: Hello again my fellow LEM gremlins! (rrctf4 beta)

Post by skinNCNmaster »

obsidian wrote:Connectivity wise, it needs some work...
  • I'm not a big fan of all the dead end ammo rooms. They are death traps that slows down gameplay.
    agree with ya there
  • Middle room has a single choke point. Typically, these are not very fun to play in since there is no other path for the flag bearer to follow. He HAS to go through this way, people chasing him will know exactly where to find him so all they have to do is camp the middle.
    so true, vanilla ctf is not the best example of non central chokes.
  • Relatively long hallways are boring. Shorten them, add some more twists/elevation changes, put small rooms in between to fight in.
    absolutely, short turns and bringing back into main rooms at different levels is good, eg. the room with the stairs, pulling it closer to the other rooms and tightening up those hallways, then adding some interconnecting tunnels.. learned a vis trick recently.. check gtctf4te, in the foyer rooms is a little free standing wall, it blocks vis with the hint brush there perfectly.. map included .rr syk
  • Play a little more with vertical height.
    agree.. acceleration pads.. diagonal jumping possibly.. also, making a secondary design as a step down into the main floor, or three steps down, with a secondary smaller indentation within that.. details structurally... :P depths and heights.
  • flag rooms don't have to be symmetrical.
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roughrider
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Re: Hello again my fellow LEM gremlins! (rrctf4 beta)

Post by roughrider »

First off, I want to thank you obsidian for the map and screenshot hosting. And thanks for editing the OP. :D
obsidian wrote:I haven't looked at item placement yet. Needs more structural changes first before item placement can be considered. I would probably omit the quad and stick some other valuable weapon in the middle like the RG/LG or perhaps a MH.

Connectivity wise, it needs some work...
  • I'm not a big fan of all the dead end ammo rooms. They are death traps that slows down gameplay.
    The thing that surprises me, is that the way you have described some of the spots in the central area in your pic, is actually how I had it when I first started this.
  • Middle room has a single choke point. Typically, these are not very fun to play in since there is no other path for the flag bearer to follow. He HAS to go through this way, people chasing him will know exactly where to find him so all they have to do is camp the middle.
    On the left and right side in the middle, where you have the path going from central to flag rooms, I had it that way as well but changed it to see what it would do. To be honest, I don't like the central area break-away as it is.
  • Relatively long hallways are boring. Shorten them, add some more twists/elevation changes, put small rooms in between to fight in.
    Gotcha. Was originally thinking of putting a lp to send people from the start of the hall to the pillar in the middle then they would be able to take up from there and drop down by the jp area.
  • Play a little more with vertical height. See the red in the bases, adding an extra entrance to the flag room on the second floor adds some extra variables the defenders will have to consider. Add some more stairs in the bases (I forgot to draw the matching set on the left side of the pic) so that the jump pads aren't the only way up (choke point: JP's are rail bait for people bouncing up - too easy for defenders). Possibly add some kind of second floor bridge across the middle section. Increase the size of the atriums on either side of the middle area connecting the bridge on the second floor with the new hallways on the floor below.
    Again, here you have mentioned something that I had thought about for the middle but haven't gotten the "flow" idea into mind yet.
  • Square rooms: boring. Change up the shape a bit, build into the hallways so that the hallway entrance isn't just a doorway, but a wide opening and part of the atrium floor plan. Also, the flag rooms don't have to be symmetrical.
In a lot of ways, what you have described in your pic and diagram display, is what I had hought of for alot of the locations. I did have tele's in place in the middle to send people off and running, plus I did have paths going all the way from base to base, connecting in the middle but removed them as I was getting brain-lock. Toyed around with it some today and will do some more tomorrow then will email you what I have done.
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skinNCNmaster
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Re: Hello again my fellow LEM gremlins! (rrctf4 beta)

Post by skinNCNmaster »

connect whats there already more.. add hallways that connect to the hallways. thats a start.. i wouldnt add any more outside paths... vertical paths yes.. and connective ones..
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