CTF Map ‘Emerald Hill’

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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dONKEY
Posts: 566
Joined: Mon Oct 15, 2001 7:00 am

CTF Map ‘Emerald Hill’

Post by dONKEY »

Very loosely based on a place near to me. Inspired by the Peranakan architecture that surrounds me everyday.
I know there are some tight areas, but it’s too late to do anything about that now. That said, there are two or three really good speed run tricks because of the geometry.
This really is a release candidate I suppose, I final run to check the art.
Any comments appreciated.
[lvlshot]https://www.dropbox.com/s/2c4t1yoyto082y8/eh_1.jpg?raw=1[/lvlshot]
[lvlshot]https://www.dropbox.com/s/0vhfeshisuw6fq2/eh_2.jpg?raw=1[/lvlshot]
[lvlshot]https://www.dropbox.com/s/0pituhov8t97jeb/eh_3.jpg?raw=1[/lvlshot]
[lvlshot]https://www.dropbox.com/s/19gyvhgekqt1kxh/eh_5.jpg?raw=1[/lvlshot]
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Fruity
Posts: 71
Joined: Wed Jun 26, 2019 11:11 pm

Re: CTF Map ‘Emerald Hill’

Post by Fruity »

I'd love to watch

Edit:

Cool graphic theme :-)
PS: Is this bird sound not very repetitive? (frequency or less intensive)
foralarx2k3
Posts: 306
Joined: Wed Feb 01, 2006 9:56 pm

Re: CTF Map ‘Emerald Hill’

Post by foralarx2k3 »

That is one tight ass map!! With a lot of snags. I'm away for the weekend but I'll try and do a proper bit of feedback during the week. I know Bots are never good when it comes to CTF, but they get hung up on the lower stairwells near the rail gun and the ones just on from them leading into the lower entrance to each base, not sure what's causing that. Didn't get chance to look too closely at the theme as jumped straight into a game but didn't see any z-fighting or anything glaring.
My Maps: [url=https://lvlworld.com/review/id:1911]Steep Learning Curve[/url], [url=https://lvlworld.com/review/id:1905]Reckless Abandonment[/url], [url=https://lvlworld.com/review/id:1955]The Rage[/url], [url=https://lvlworld.com/review/id:2409]The Immortal Coil[/url]
fKd
Posts: 2478
Joined: Sat Jun 03, 2006 2:54 am
Location: Wellington
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Re: CTF Map ‘Emerald Hill’

Post by fKd »

Some really nice work here, there are quite a lot of clipping issues and scale seems off on some textures etc, but over all good work man!
Obsessed
Posts: 112
Joined: Sun Aug 14, 2016 9:02 pm

Re: CTF Map ‘Emerald Hill’

Post by Obsessed »

looks very nice! I would highlight the weapons a bit (especially PG), maybe with a little color changing according to the color of the weapon. and would make the banners animated. personally, I don't like the water stream. :-) I'd make something volumetric, not flat, and would make scrolling much slower.

P.S. hi, fKd! =)
dONKEY
Posts: 566
Joined: Mon Oct 15, 2001 7:00 am

Re: CTF Map ‘Emerald Hill’

Post by dONKEY »

Thanks guys. I’ll get to finishing off the clipping issues when I get a little bit of spare time.
RaspAtan
Posts: 22
Joined: Sat Sep 20, 2008 11:28 pm

Re: CTF Map ‘Emerald Hill’

Post by RaspAtan »

Gorgeous map! Congratulations!
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Hipshot
Posts: 1547
Joined: Sun Jan 20, 2002 8:00 am

Re: CTF Map ‘Emerald Hill’

Post by Hipshot »

Ok, so I've had a look at this, congrats on a new level. However, I would suggest, if you are up to it, to make a ffa version of this design or such, cause it would probably appeal to more people, it's just difficult to test a ctf level and with a game that is more or less dead I suppose no one will play it the way you want.

There's several places where you have either too much playerclip, or you need to make more space for the player, especially the jumppads with leaves around the bases. There's also some like terrain features around corners that you bump on, they kinda act like small ramps, which makes it difficult to move there. Not sure why the sun comes from the direction it's set to, when the sun in the sky box is somewhere else =)

I also have very low framerate in this level, at most times. There are some places where you could improve frame rate a lot by doing better vis and also reduce the amount of details seen from that point or in places where the player might not notice it too much.
It's in several places of the level, but really this specific place here: https://i.imgur.com/1wz0Ljo.png

This image here below is a comparison between this and the worst place in my level rustgrad:
Image

Comparing the numbers, the surf number sticks out a lot in your level there, while the other numbers are not that different. When I lock the pvs and run around, I'm fairly certain that you can easily fix this with vis and some reduction in perhaps window details in some places.

Ps. I was very unhappy with that number in my own level, that I got below 125 there, to the point where I almost wanted to redo that entire section of the level.
Q3Map2 2516 -> http://www.zfight.com/misc/files/q3/q3map_2.5.16_win32_x86.zip
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
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