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ct3dm5 by cityy (Final)

Posted: Mon May 31, 2010 7:42 pm
by cityy
CT3DM5 - ALPHA 1

Download: http://cityy.explicits.de/uploads/maps/ ... alpha1.zip (10mb)

Info:
Gametype: TDM (2vs2/3vs3) or FFA(4-6 players)
Mod: CPMA (CPM)

Screenshots:

[lvlshot]http://cityy.explicits.de/uploads/maps/ct3dm5/alpha1/QUADroom.jpg[/lvlshot]

[lvlshot]http://cityy.explicits.de/uploads/maps/ct3dm5/alpha1/MHroom.jpg[/lvlshot]

[lvlshot]http://cityy.explicits.de/uploads/maps/ct3dm5/alpha1/RAroom.jpg[/lvlshot]

[lvlshot]http://cityy.explicits.de/uploads/maps/ct3dm5/alpha1/RGroom.jpg[/lvlshot]

Known Issues:
- bots dont like the RG area - they get stuck in the water way too often
- texturing sucks balls, you can safely ignore it

Feedback:
- What do you think about the layout and the item placement?
- General things that come to your mind

---
I hope the file is alright - *.map is included. You may not use it as base for your maps, bla bla.. :)

Shameless c/p from the competition forums :) For those who feel more comfortable posting here.

Re: ct3dm5

Posted: Mon May 31, 2010 8:57 pm
by roughrider
Is looking good cityy. I haven't dl'ed it yet but will soon as I get done with this post. I would stick with that texture set too, looks good with what you have. Gotta love el's tex's :D

Edit: Oh and don't worry about including the .map file. If the map gets big then including extra stuff is unnecessary.

Re: ct3dm5

Posted: Mon May 31, 2010 9:35 pm
by roughrider
Ok, had a run around in it a bit. I didn't play the bots so this is just on 'point of view stuff'.

In my opinion, you could get rid of the gl and lose one of the rl's. Personally, I think that if you remove the rl in this shot and place the sg where the rl currently is, would be good.
shot0031.jpg
And here where you have the shards, I would ditch them since you have the ra down below.
shot0029.jpg
  • As I mentioned in my previous post, keep the eq2 texture set. IMO, it goes better with what you have going on now. I know you aren't done with texturing yet and I know that alignment and such is still in the works, so I have no comments there.
  • I like how you have the rg set in the water. IMO, the map build currently doesn't need the rg, but if you still are going to keep it, which is fine, maybe you could do a little something with that to make it even more of a danger to go in there to get it. Something like maybe adding a trigger_hurt the same size as your water brush and setting dmg 1 . It doesn't kill anybody right away but sure will make them think twice about going in there. And on the plus side of that, if bots go in and get stuck, the trigger_hurt will kill them off and you wont have to look at them flailing around in the water :olo:

Re: ct3dm5

Posted: Mon May 31, 2010 9:40 pm
by skinNCNmaster
please dont remove the grenade launcher.. build something grenade specific into the design somewhere.. some place where tossing a grenade through a hole will get random frags.. gl is my fav weapon

Re: ct3dm5

Posted: Mon May 31, 2010 11:17 pm
by Kaz
I second skin's sentiments, GL designs are great. I'll edit this with more feedback as I run around later on.

Re: ct3dm5

Posted: Tue Jun 01, 2010 2:17 am
by Anthem
Perhaps if this chain "grate" was only player clipped, it would serve a relative use for the grenade launcher.

[lvlshot]http://i787.photobucket.com/albums/yy159/kwsx/Quake%20III%20Mapping%20Feedback/ct3dm5-1.jpg[/lvlshot]



I feel as though this health is redundant when paired with the mega health in the same room, much like the example above with armor shards in the RA.

[lvlshot]http://i787.photobucket.com/albums/yy159/kwsx/Quake%20III%20Mapping%20Feedback/ct3dm5-2.jpg[/lvlshot]



Perhaps replace this shotgun:

[lvlshot]http://i787.photobucket.com/albums/yy159/kwsx/Quake%20III%20Mapping%20Feedback/ct3dm5-3.jpg[/lvlshot]

To here, as it is fairly close to the other shotgun:

[lvlshot]http://i787.photobucket.com/albums/yy159/kwsx/Quake%20III%20Mapping%20Feedback/ct3dm5-4.jpg[/lvlshot]



And, I want to compliment you on this:

[lvlshot]http://i787.photobucket.com/albums/yy159/kwsx/Quake%20III%20Mapping%20Feedback/ct3dm5-6.jpg[/lvlshot]

It's very nice and I felt it was good to let the health act as a transition from one area to the next.



Also, as far as I could observe, you clipped the sky properly this time. Well done. :)!

Keep up the good work.

Re: ct3dm5

Posted: Tue Jun 01, 2010 10:53 am
by nitin77
I like your build style. Both your lvl released maps have clean looking brushwork and well put together texturing. But I found the layout lacking in both cases.

I would really like to see this map develop that side of things a bit more. Would love to offer assistance but when it comes to gameplay, theres a number of people better suited to feedback here than me.

Re: ct3dm5

Posted: Tue Jun 01, 2010 2:58 pm
by ^Ghost
gl is a useful weapon to get around with you should keep it especially since this is made for cpm gameplay.. flow is good. i liked the double jump ramps u added for shortcuts.

you could add a jump ob here if u raise the floor 2 units up
[lvlshot]http://img153.imageshack.us/img153/6605/shot0068g.jpg[/lvlshot]

Re: ct3dm5

Posted: Fri Jun 04, 2010 2:42 pm
by cityy
ALPHA 2

CPM TDM - 2vs2/3vs3

Download: http://cityy.explicits.de/uploads/maps/ ... alpha2.zip (10.3mb)

Changes:
- tried to add some more vertical action - it's very hard though.. I would appreciate suggestions on possible new paths. I am pretty happy with the RA room but not sure about the QUAD room..
- some changes in item placement
- added some more possbilities to double jump/ramp jump

Screenshots:

[lvlshot]http://cityy.explicits.de/uploads/maps/ct3dm5/week2.jpg[/lvlshot]

[lvlshot]http://cityy.explicits.de/uploads/maps/ct3dm5/week2%20%282%29.jpg[/lvlshot]

[lvlshot]http://cityy.explicits.de/uploads/maps/ct3dm5/week2%20%281%29.jpg[/lvlshot]

---

Item placement isn't final yet, I think. I would like to have your feedback about the MH and if I should switch it with the GA near the PG. Also feel free to add your thoughts about pathing, spawns and what ever comes to your mind.

I am still aving a slight problem with bots and the railgun area - would be awesome if someone could take a look into the .map file and see if there is a possible fix for that.

---

Thanks everybody for the feedback! Turn your r_gamma up and enjoy alpha 2. :)

I wasn't sure how to implement the OB so it looks good.. probably gonna look into it later.

Re: ct3dm5

Posted: Sat Jun 05, 2010 3:30 pm
by roughrider
One suggestion about the rg area and bots.
Since the slot to fall through to get the rg isn't that big, it has a tendency, as you noticed, to give bots problems. Could open it up more so they can get out easier.

Re: ct3dm5

Posted: Sat Jun 05, 2010 5:48 pm
by ^Ghost
overbounces is really nothing special, only thing to do is set 2 floors at a certain height.. here are 2 differents types of ob's each at different heights

Re: ct3dm5

Posted: Tue Jun 08, 2010 10:55 am
by cityy
That's confusing stuff man. :toothy:

[lvlshot]http://cityy.explicits.de/uploads/maps/ct3dm5/quadpit%20%28Medium%29.jpg[/lvlshot]

[lvlshot]http://cityy.explicits.de/uploads/maps/ct3dm5/roof%20%28Medium%29.jpg[/lvlshot]

[lvlshot]http://cityy.explicits.de/uploads/maps/ct3dm5/quadarea%20%28Medium%29.jpg[/lvlshot]

Re: ct3dm5

Posted: Tue Jun 08, 2010 11:11 am
by fKd
liked the old textures better. but lookin real good man

Re: ct3dm5

Posted: Tue Jun 08, 2010 3:11 pm
by Anthem
Ew, ghost! Leave obs for defrag maps. :) I hate obs in regular maps even if it is CPM.

Re: ct3dm5

Posted: Wed Jun 09, 2010 10:57 am
by neoplan
maybe alpha shadows would fit on second screenshot.

Re: ct3dm5

Posted: Sat Jun 12, 2010 7:29 am
by v1l3
fKd wrote:liked the old textures better. but lookin real good man
I second that. Are you keeping those signs up? ...they kind of kill the mood of the map... imo

Re: ct3dm5

Posted: Sat Jun 12, 2010 7:53 am
by cityy
I already went back to the eq2 set. :)

Re: ct3dm5

Posted: Sat Jun 12, 2010 10:04 am
by Hipshot
v1l3 wrote:
fKd wrote:liked the old textures better. but lookin real good man
I second that. Are you keeping those signs up? ...they kind of kill the mood of the map... imo
I guess he will replace the signs with sponsor adds later?

Re: ct3dm5

Posted: Sat Jun 12, 2010 2:41 pm
by cityy
Oh yeah, the boards are meant to be covered with the sponsor images.

Re: ct3dm5

Posted: Sat Jun 12, 2010 4:08 pm
by Hipshot
Ok, I'm gonna say it.

Can someone get rid of that fucking text of ^Ghosts?! One can't scroll! Obsidian exercise your authority for once!

Sorry for this cit...

BTW, I like pink unicorns and Barbies.



Edit: Who the... who edits posts w/o leaving their mark!?

Re: ct3dm5

Posted: Sun Jun 13, 2010 1:48 am
by Silicone_Milk
Hipshot wrote:Ok, I'm gonna say it.

Can someone get rid of that fucking text of ^Ghosts?! One can't scroll! Obsidian exercise your authority for once!

Sorry for this cit...

BTW, I like pink unicorns and Barbies.
I was thinking the exact same thing as I was scrolling the page before I saw your post :miffed:

I also like pink unicorns but not so much when it comes to Barbies.

Re: ct3dm5

Posted: Wed Jun 16, 2010 7:48 pm
by cityy
ALPHA 3

Download: http://cityy.explicits.de/uploads/maps/ ... alpha3.zip

Changes:
- mostly further improvments on vertical gameplay
- changed the item layout so the map is playable in duel

Feedback:
- layout
- item placement
--> amount of health
--> overall balance
- spawns

Screenshot:

[lvlshot]http://cityy.explicits.de/uploads/maps/ct3dm5/week4.jpg[/lvlshot]

There is gonna be a seperated TDM version of this again later.

Re: ct3dm5

Posted: Fri Jun 18, 2010 6:50 pm
by Noruen
1) Layout - Cityy, what are you doing to me? Why you changed the layout again? That new, which you presented previously was far more better than this. It looks like Quake II... It is good, but that "sunny" was better.
2) Clipping, there is a problem with clips. Right on the screen of your post, behind plasmagun, that pipes should be clipped on the level of that slope.
3) It is also still very dark.
For Item placement tips, there are better people :)

Anyway, good work :)

Re: ct3dm5

Posted: Sat Jun 19, 2010 1:34 pm
by Hipshot
Noruen wrote:1) Layout - Cityy, what are you doing to me? Why you changed the layout again? That new, which you presented previously was far more better than this. It looks like Quake II... It is good, but that "sunny" was better.
These textures looks better and it could still be sunny...

Re: ct3dm5

Posted: Sat Jun 19, 2010 2:11 pm
by Noruen
Hipshot wrote:
Noruen wrote:1) Layout - Cityy, what are you doing to me? Why you changed the layout again? That new, which you presented previously was far more better than this. It looks like Quake II... It is good, but that "sunny" was better.
These textures looks better and it could still be sunny...
No, previous texture set was more realisic and fresh.