[Q3A DM] pmk1 (Alpha 3)

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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mazk1985
Posts: 7
Joined: Mon Nov 07, 2011 12:01 pm

[Q3A DM] pmk1 (Alpha 3)

Post by mazk1985 »

Hello.

This is my first proper attempt at a semi decent Q3A map. I'm mainly posting this for item placement, path flow and structure play testing. It's in a very early stage with basic lighting and no details so theres definately room for small to medium sized alterations to the structure.

I've played around with different configurations between the big pickups. Originally the RA was in the center but found it more fun to put the RG instead. Please let us know how you feel about the placements.

Download:
http://dl.dropbox.com/u/48542022/pmk1_a3.zip

Changes:
Alpha 3
-Made outside areas a bit bigger
-Changed locations of several items
-Several changes to structure
-Added short extra paths here and there
-Fixed temporary skybrushes that engulfed the entire map (each outside area is now properly sectioned off)
-Experimented with hints and area portals but need to learn more (bad things happened)

Alpha 2
-Few minor structure changes
-Packed into a .pk3

Screenshots from alpha 3 version
[lvlshot]http://dl.dropbox.com/u/48542022/pmk1_a3_1.jpg[/lvlshot]

[lvlshot]http://dl.dropbox.com/u/48542022/pmk1_a3_2.jpg[/lvlshot]

[lvlshot]http://dl.dropbox.com/u/48542022/pmk1_a3_3.jpg[/lvlshot]

[lvlshot]http://dl.dropbox.com/u/48542022/pmk1_a3_4.jpg[/lvlshot]

[lvlshot]http://dl.dropbox.com/u/48542022/pmk1_a3_5.jpg[/lvlshot]
Last edited by mazk1985 on Thu Nov 17, 2011 4:54 am, edited 6 times in total.
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Eraser
Posts: 19175
Joined: Fri Dec 01, 2000 8:00 am

Re: Medieval (Q3A DM) (Alpha 1)

Post by Eraser »

You might want to start off by popping out the console and typing
\r_picmip 0
followed by
\vid_restart

It's 2011. I doubt theres anyone that still has a computer that needs to have low quality textures in Quake 3.
mazk1985
Posts: 7
Joined: Mon Nov 07, 2011 12:01 pm

Re: Medieval (Q3A DM) (Alpha 1)

Post by mazk1985 »

Eraser wrote:You might want to start off by popping out the console and typing
\r_picmip 0
followed by
\vid_restart
The low quality textures were for clarity mainly while testing out the map with bots but true I should use high quality for screenshots. I'll take a few screenies in high quality with the hud and draw weapon hidden.

Cheers for that mate.
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CZghost
Posts: 1943
Joined: Wed Jun 22, 2011 1:45 pm
Location: Czechia
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Re: [Q3A DM] Medieval (Alpha 1)

Post by CZghost »

Mmm, it looks nice... But doesn't have an AAS file to play with bots...
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mazk1985
Posts: 7
Joined: Mon Nov 07, 2011 12:01 pm

Re: [Q3A DM] Medieval (Alpha 1)

Post by mazk1985 »

Sorry about that. I'll fix and repost. cheers
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