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[BETA] 13plant "Incineration Plant"

Posted: Tue Apr 26, 2011 11:20 pm
by sst13
Incineration Plant:

A small CTF arena for 2vs2 games.

Screenshots:
Image Image Image Image Image Image

It's a remake of the original Dreamcast splitscreen map dc_ss407 "Incinerator". Now with a lot more details and some more space to move. (wider corridors)
I also changed the layout a little bit. (jumppad on the bridge & the location of the flag)
The lower hallways are atm too dark. (2nd screenshot) I'm going to fix it in beta #2.

Now I'm looking for some feedback, especially for the items. (health, armor and weapons)

Topview:
Image


Download Beta1 (1.2 MB)
PK3: map-13plant_b1.pk3
ZIP: map-13plant_b1.zip

sst13...

Re: [BETA] 13plant "Incineration Plant"

Posted: Wed Apr 27, 2011 1:17 am
by EmeraldTiger
Good idea to take the original Incinerator and give it a makeover. I remember the original having some pretty bad technical faults, including a sky / void which produced a HOM-like effect, (making the map look like it was leaked) it looks a lot better with it fixed, plus the new detailing.

I do understand that this is based off a CTF map which layout-wise was perfectly symmetrical. However, I think with some tweaks to item placement it could be a more interesting and playable map.

For starters, you have to PG`s across from each other in the bases. Considering the small size of the map, I would go for replacing one of these PG`s with a LG, or perhaps even a holdable item like the medkit. If you plan on adding TA support, (which would be nice, but that is ofc up to you) maybe you could have a CG spawn in TA where I mentioned to replace one of the PG`s, or have an invulnerability spawn. The pink bubble might work decently with the open nature of the map, use it and you can hold back the opposition while buying your teammates some time.

Also, I would strongly recommend swapping the RG and SGs, so you have two RGs in the middle and two SGs at either base near the flags. The RG is really powerful here due to the open nature of the map - I can just see defenders sniping away people coming up the jump pad. Now that I think about it, maybe there should be more than just one way to reach the flag. The only method is to use that single JP which leaves you highly vulnerable, so I would suggest adding some alternate routes.

Other than that, gj on the adaption and good luck with your project.

Also, besides the dark lighting issues you mentioned, the lighting near the red jump pad to the flag seems too strong, perhaps make it somewhat more pale (decrease the luminosity) to achieve a more subtle, less glaring effect.

Re: [BETA] 13plant "Incineration Plant"

Posted: Thu Apr 28, 2011 3:36 am
by sst13
There is more then one way to the flag! You can use the lauchpads to access the upper sidewings on both sides. So there are 3 routes to get the flag. ;)

Swapping SG and RG is a good idea... How about replacing one PG with a GL?

Re: [BETA] 13plant "Incineration Plant"

Posted: Sat Apr 30, 2011 6:30 pm
by sst13
Ok, how about this one: Splitting the RA into 2 YA and replacing one PG with a GL.

Image

Here you can create your own suggestion: http://sst13.de/itemset

Re: [BETA] 13plant "Incineration Plant"

Posted: Mon Jun 20, 2011 6:40 pm
by sst13
Here comes beta#2 with the itemset from my previous post.
- the lighting is now a little bit brighter.
- support for FFA & TDM including 2 teleporters connecting the bases in this gametypes


Download Beta2 (1.2 MB)
PK3: map-13plant_b2.pk3
ZIP: map-13plant_b2.zip

sst13...

Re: [BETA] 13plant "Incineration Plant"

Posted: Fri Dec 30, 2011 5:36 pm
by skinNCNmaster
[lvlshot]http://www.rave.ca/en/image/original/441509/[/lvlshot]

Re: [BETA] 13plant "Incineration Plant"

Posted: Fri Dec 30, 2011 10:18 pm
by deqer
This was posted in April? I don't recall seeing this. The screenshots look lovely. I love symmetrical maps too, and this layout (from your top-view screenshot) looks fun. Good texturing, lighting too. This map looks promising.

Re: [BETA] 13plant "Incineration Plant"

Posted: Sun Jan 01, 2012 6:16 pm
by Pat Howard
^^ditto.

I think you need to make weapons like the PG/LG far more accessible to counter the RG. It's questionable whether the RG should even be left in this map, it's just so open. If you do leave it in it should at least be a little more time consuming to acquire.

Overall I think it's a solid layout given the limitations of not having a common central area, but it lacks vertical play. I would like to see the sides of the flag rooms raised so that players who use the launch pads up can have more of an advantage by dropping down on the flag.

Re: [BETA] 13plant "Incineration Plant"

Posted: Tue Jan 03, 2012 3:55 am
by dghost77
Will try it soon enough, looks really nice. I was wondering, how can you make a bird eye view screenshot of your map? I think I read about a mod that can do it, but I haven't taken the time to search how to do it. I would appreciate it if you could point me to some instructions regarding this.

Thx!

Re: [BETA] 13plant "Incineration Plant"

Posted: Tue Jan 03, 2012 3:02 pm
by dghost77
Just tried it, I have never played the dreamcast version of Q3 so this map is new for me. Simple layout, looks to be perfect for a 2 vs 2 game. Love the lightning and the overall ambiance of the map. Weapons layout is good, not sure if this map would be better with a LG instead of a PG.

Re: [BETA] 13plant "Incineration Plant"

Posted: Sat Feb 04, 2012 6:38 pm
by sst13
Oh, hi
Thanks for all the feedback. :)

So it's a remake and I don't want to change too much from the original layout. I always try to keep it original as possible. But maybe i'm going to make an extendet version of this map, with a real center area and some additional paths. Including more variety in floor height for vertical gameplay.

I hope some steps in the RG area will break up the flat floor a little bit:
Image

@dghost77:
Birdeye view is very simple:
- r_fastsky 1 (to prevent HOM-effect)
- r_subdivisions 1 (for smooth curves)
- r_novis 1 (only if your world disappears)
- noclip
- fly high over map
- use zoom (lower cg_zoomfov values for more 2D look)
- rise r_znear value to prevent z-fighting

Re: [BETA] 13plant "Incineration Plant"

Posted: Sun Feb 05, 2012 11:58 am
by CZghost
sst13 wrote:Image
Aren't the item images from QL?

Re: [BETA] 13plant "Incineration Plant"

Posted: Sun Feb 05, 2012 3:34 pm
by sst13
CZghost wrote:Aren't the item images from QL?
Yes, ripped from the wiki. :ninja:

Re: [BETA] 13plant "Incineration Plant"

Posted: Sun Feb 05, 2012 3:50 pm
by CZghost
sst13 wrote:
CZghost wrote:Aren't the item images from QL?
Yes, ripped from the wiki. :ninja:
You have also Team Arena items and Green Armor listed in your generator...

This means someone can give recommend to add TA or CPMA support. But there's no place to drop the white flag (or skull generator in Harvester), so you can make TA version of map (adding some secret halls and allowing drop oneflag and harvester team items)... Then the TA items listed in your generator will have chance to realise...

Re: [BETA] 13plant "Incineration Plant"

Posted: Sun Feb 05, 2012 3:51 pm
by CZghost
sst13 wrote:
CZghost wrote:Aren't the item images from QL?
Yes, ripped from the wiki. :ninja:
You can rip it from game content, if you have account and quake live decembler ;)

Re: [BETA] 13plant "Incineration Plant"

Posted: Mon Feb 06, 2012 4:54 am
by v1l3
It would be cool if you could add an FFA.bsp(dc_ss403) version into your .pk3 that only uses half of the CTF(dc_ss407) map. I used to play the hell out of dc_ss403 back in the Dreamcast server days. It's cool that you're remaking some of the SS maps. =) You should do remake dc_ss402 and dc_ss406 too ... wishful thinking. =D

Re: [BETA] 13plant "Incineration Plant"

Posted: Fri Dec 21, 2012 10:13 pm
by sst13
The map is now final!

Download Final Version: (1.3MB)

PK3: http://sst13.net/maps/map-13plant.pk3
ZIP: http://sst13.net/maps/map-13plant.zip

Have fun!