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kazdm5 Alpha 1

Posted: Sat May 29, 2010 5:17 pm
by Kaz
My entry into the NoGhost competition, 2-4 players:

Note: This is currently up on mapping.maverickservers.com (running 1.32c vanilla q3) if you wanna play me on it :D

Download (1.37mb):
http://student.cs.appstate.edu/freemanc ... alpha1.zip

Screenshot:
[lvlshot]http://student.cs.appstate.edu/freemancw/junk/noghost6.jpg[/lvlshot]

Item placement?
Changes to layout?
Any other ideas?

Thanks!

Re: kazdm5 Alpha 1

Posted: Sat May 29, 2010 5:33 pm
by dONKEY
OMG you got that out soooo fast!

Re: kazdm5 Alpha 1

Posted: Sun May 30, 2010 1:37 am
by Anthem
I recommend replacing the shards with small healths.

[lvlshot]http://i787.photobucket.com/albums/yy159/kwsx/Quake%20III%20Mapping%20Feedback/1.jpg[/lvlshot]

I recommend replacing the small healths with shards.

[lvlshot]http://i787.photobucket.com/albums/yy159/kwsx/Quake%20III%20Mapping%20Feedback/2.jpg[/lvlshot]

I feel as though this corner causes an abrupt stop to the flow of the map. Perhaps if the wall was opened (and the bottom portion became a ledge) it would help.

[lvlshot]http://i787.photobucket.com/albums/yy159/kwsx/Quake%20III%20Mapping%20Feedback/3.jpg[/lvlshot]

Z-Fighting, if you weren't aware.

[lvlshot]http://i787.photobucket.com/albums/yy159/kwsx/Quake%20III%20Mapping%20Feedback/4.jpg[/lvlshot]

This spot screams for a railgun. I'm not too sure about what you would do to the other railgun if its spot in the map was replaced to here, but it's something to consider. I also don't like having two rocket launchers in the map, but that's just me. I haven't played with anyone, so I can't conclude whether or not two rocket launchers are beneficial.

[lvlshot]http://i787.photobucket.com/albums/yy159/kwsx/Quake%20III%20Mapping%20Feedback/5.jpg[/lvlshot]


Good luck with the future of this map and in the competition. I look forward to seeing the implementation the theme previously stated.

Re: kazdm5 Alpha 1

Posted: Sun May 30, 2010 11:34 pm
by Kaz
Thanks for the suggestions. I think the swapping health/armor shards is a good idea, and others have suggested moving the railgun to a different location as well. That wall was originally there to help reduce a long lines of sight, however I may be able to work around it. Either way I think that that particular intersection is a little weird and needs some work. Good eye on the z-fighting.

:)