map testing jgothbeta

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
j3st3r
Posts: 97
Joined: Fri Oct 01, 2010 11:02 pm

map testing jgothbeta

Post by j3st3r »

Looking for a good place to upload maps for testing other than making my own website. Any suggestions welcome.
Last edited by j3st3r on Wed Nov 17, 2010 11:29 am, edited 2 times in total.
Kaz
Posts: 1077
Joined: Wed Mar 08, 2006 3:43 am

Re: map upload

Post by Kaz »

Typically when you have a relatively simple question such as this, you should begin by using Google to see if you can answer it. If that fails, try using the forum search function up top. Always exhaust these resources before posting a topic. :)

A simple google search "free file hosting" provides as the first hit:
http://www.filedropper.com/

Also, welcome to the forums, hope you stick around!
dichtfux
Posts: 571
Joined: Thu Feb 02, 2006 10:51 pm

Re: map upload

Post by dichtfux »

Wow, jester! Great to see you here. Are you starting to make Q3A maps now?

I got my own website for beta maps but someone (Anthem?) recently said that dropbox works pretty well for that purpose. I also have an account there for other stuff and though I don't use it too often it seemed reliable and hassle-free so far.
[color=#FFFFFF][url=http://maps.rcmd.org]my FPS maps[/url][/color]
Anthem
Posts: 399
Joined: Wed Oct 21, 2009 12:34 am

Re: map upload

Post by Anthem »

Yep. Dropbox is great for uploading files to share with others. All you do is drag the folder into your dropbox folder and right click it for a link when it's done uploading. When you want the link not to work anymore, remove the file from the folder. I really recommend it!
[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]
j3st3r
Posts: 97
Joined: Fri Oct 01, 2010 11:02 pm

Re: map upload

Post by j3st3r »

I thought I would give Q3 a shot after all these years. Not sure why I never switched from Q2 in the first place. Thank you for the welcomes and the help.
j3st3r
Posts: 97
Joined: Fri Oct 01, 2010 11:02 pm

Re: map upload

Post by j3st3r »

Here is a link to the map for testing if anyone would like 2.

http://dl.dropbox.com/u/15159109/jgothbeta.RAR

Not sure about item placement so not a lot in there atm. Also have not done any clipping yet. Wanted to make sure on layout and what not before I went for the finalizing I guess.

Image
dichtfux
Posts: 571
Joined: Thu Feb 02, 2006 10:51 pm

Re: map upload

Post by dichtfux »

I'll check this one as soon as I get home (but that'll be pretty late in the evening)!

You should maybe rename the thread jester.
[color=#FFFFFF][url=http://maps.rcmd.org]my FPS maps[/url][/color]
dichtfux
Posts: 571
Joined: Thu Feb 02, 2006 10:51 pm

Re: map testing jgothbeta

Post by dichtfux »

A great map. The layout is fun and the texturing and lighting are spot on. I'm not a big fan of gothic maps and I've seen the vanilla Q3A gothic textures way too often but I didn't care at all when I played the map.

Suggestions:
  • It needs clipping in countless places, that's for sure. The windows and the side of the LG stairs are examples but many other spots need them, too.
  • I'm not 100% sure about this yet but the 2x 25H on the upper level should maybe be moved somewhere else. One has excellent control over RA and 1 of the YAs from there already. Even with the tele that allows the other player to try to sneak in they may make staying up there too easy.
(EDIT: Sorry for the double post btw.)
[color=#FFFFFF][url=http://maps.rcmd.org]my FPS maps[/url][/color]
j3st3r
Posts: 97
Joined: Fri Oct 01, 2010 11:02 pm

Re: map testing jgothbeta

Post by j3st3r »

Well aware of the clipping, actually haven't done any yet. Good point on the health, will have to look into it. As far as the items go, nothing is really set in stone, I just put what you see there to have something in the level. Any suggestions in item placement is greatly appreciated.
cityy
Posts: 1020
Joined: Mon Aug 10, 2009 8:23 am

Re: map testing jgothbeta

Post by cityy »

Looks pretty cool. Keep up the good work.
www.ferdinandlist.de/leveldesign
ShadoW_86
Posts: 270
Joined: Tue Jan 08, 2008 1:20 pm

Re: map testing jgothbeta

Post by ShadoW_86 »

Jester! Hi, wow, Downloading now! :P.
[url]http://shadowsdomain.wordpress.com/[/url]
Anthem
Posts: 399
Joined: Wed Oct 21, 2009 12:34 am

Re: map testing jgothbeta

Post by Anthem »

The map definitely looks nice. The layout seems a tad unbalanced, but it's different. I like it, actually.
[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]
ShadoW_86
Posts: 270
Joined: Tue Jan 08, 2008 1:20 pm

Re: map testing jgothbeta

Post by ShadoW_86 »

Ok, after few minutes of running around - map looks quite solid. Texturing - it reminds me strongly ztn, but i can live with it. Didn't play it yet (bots are blah...) but one thing I don't like much is that there is only one real path to RA. Of course you can rj from lower levels, but still I think it could use another way to get there. Maybe some jumppad or tele?
[url]http://shadowsdomain.wordpress.com/[/url]
dichtfux
Posts: 571
Joined: Thu Feb 02, 2006 10:51 pm

Re: map testing jgothbeta

Post by dichtfux »

There is a tele to RA.
[color=#FFFFFF][url=http://maps.rcmd.org]my FPS maps[/url][/color]
deqer
Posts: 298
Joined: Mon Dec 28, 2009 6:30 pm

Re: map testing jgothbeta

Post by deqer »

clipping should be the first item on your checklist before showing anything! :) - Mr. Clipping
ShadoW_86
Posts: 270
Joined: Tue Jan 08, 2008 1:20 pm

Re: map testing jgothbeta

Post by ShadoW_86 »

dichtfux wrote:There is a tele to RA.
Oh sh*** :o. Well so my advice was right I think ;).
[url]http://shadowsdomain.wordpress.com/[/url]
j3st3r
Posts: 97
Joined: Fri Oct 01, 2010 11:02 pm

Re: map testing jgothbeta

Post by j3st3r »

Sorry been some what busy here. I got the clipping done, should of done that a while ago. The new download can be found here: http://dl.dropbox.com/u/15159109/jgothbeta.RAR
Thank you all for looking it over. Any suggestions, send em my way.
dichtfux
Posts: 571
Joined: Thu Feb 02, 2006 10:51 pm

Re: map testing jgothbeta

Post by dichtfux »

@Shadow: Yeah, right. ;)
[color=#FFFFFF][url=http://maps.rcmd.org]my FPS maps[/url][/color]
Anthem
Posts: 399
Joined: Wed Oct 21, 2009 12:34 am

Re: map testing jgothbeta

Post by Anthem »

I'm not sure if this is just me (it shouldn't be, but I just reformatted so I suppose it's possible), but I am missing some textures.

Here is where:

http://i787.photobucket.com/albums/yy15 ... jgoth1.jpg
http://i787.photobucket.com/albums/yy15 ... jgoth2.jpg
http://i787.photobucket.com/albums/yy15 ... jgoth3.jpg

Also, you should probably clip these little edges if they aren't intended to be stood upon:

http://i787.photobucket.com/albums/yy15 ... jgoth4.jpg

The clipping around the teleporters is slightly obtrusive. Players may sometimes have a hard time getting into the center (to teleport) due to the large clip size around the sides. I recommend either making them cylindrical or decreasing the size (and increasing the size of the tele triggers) to make them easier to use. Also, players are able to get behind one (if not all) of the teleporters. I recommend making that impossible by elongating the clips towards the wall more.
[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]
j3st3r
Posts: 97
Joined: Fri Oct 01, 2010 11:02 pm

Re: map testing jgothbeta

Post by j3st3r »

Good point on the clipping around the teles. I will fix that asap. I must have missed the edges in that hallway. As far as the textures go, maybe mapmedia?
fKd
Posts: 2478
Joined: Sat Jun 03, 2006 2:54 am
Location: Wellington
Contact:

Re: map testing jgothbeta

Post by fKd »

great skills, pity about the lack of creativity.
phantazm11
Posts: 362
Joined: Tue Jan 31, 2006 12:03 am

Re: map testing jgothbeta

Post by phantazm11 »

I think it is a great map.
j3st3r
Posts: 97
Joined: Fri Oct 01, 2010 11:02 pm

Re: map testing jgothbeta

Post by j3st3r »

Lack of creativity? Care to explain. This map was a learning experience to get used to the editor. Is it the fact that I used base goth textures? Not trying to be confrontational but I need a little more than just a negative comment. I will say thank you to those that do try to help though. Aside from that, I have moved some items around to try and add more balance to the map. Same download as before.
fKd
Posts: 2478
Joined: Sat Jun 03, 2006 2:54 am
Location: Wellington
Contact:

Re: map testing jgothbeta

Post by fKd »

sorry im sick right now, it was a little short. there is no theme or concept, base gothic. after all these years, its really been done to death.

you have great skills. its well built, runs great and is fun to play. for a learning map you have done a hell of a job.

but from an aesthetic pov im hoping that next time you build something original, from your brain, not just copying the id style. trust me, you are not alone in this problem, quite a few mappers have the same issue, not being able to put their own style into 3d, taking the easy route and replicating what has already been done. original maps are hard to build, after a while we get in grind mode and just churn out the same thing over and over. hmm or maybe it because mappers are not meant to be creative? is that for the art dept? are we just like builders on a construction site? getting told what to do and just doing it... hmmm

sorry, i dont mean to sound harsh, been on lots of pain killers and had no real sleep for a few days etc, brains a bit fried...
themuffinman
Posts: 384
Joined: Fri Mar 05, 2010 5:29 pm

Re: map testing jgothbeta

Post by themuffinman »

I personally think you've nailed the gothic theme perfectly. It's difficult to make a gothic map and still have it looking good on todays standards, but I think you've pulled it off.

For someone who's just started Q3 mapping, you're surprisingly quite good at patch work from what I can see.

My only suggestion I have is having a way to plasma climb from PG to RA. I understand that it'd entail changing a whole bunch of geometry in that section but it's just something to ponder on.

Great work!
Post Reply