PHDM_C - Alpha 2

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Pat Howard
Posts: 494
Joined: Tue Mar 31, 2009 11:14 am

PHDM_C - Alpha 2

Post by Pat Howard »

Download Latest Update (9.16.09) - 3.09MB

I've been tinkering with this template for a while now (mostly on graph paper). This week I finally got something I liked and built it. It's a huge urban map designed for large FFA/Team DM games. Textures used are from the AEcel texture pack and Mighty Pete's Bad Omen skybox. I took a little extra time making them look nice so I hope it helps along the playing experience a little. See readme for more background details.

After a few games I'm already noticing some minor scale problems and I'm not all that happy with the LG room, but it's very playable and I figured I'd let people try it while I continue to test changes.

I'm taking all kinds of feedback at this point, so don't be afraid to suggest anything. Source files included in the pk3 in a folder called "source" if you want to edit it and suggest changes that way. The map was constructed in a very short period of time though and it's a bit messy. @AEon, I apologize in advance for all the sparklies :).

Here are some screenies:

Image

Image

Image
Last edited by Pat Howard on Thu Dec 17, 2009 4:52 am, edited 1 time in total.
AEon
Posts: 1816
Joined: Sun Apr 20, 2003 7:00 am

Re: PHDM_C - Alpha

Post by AEon »

From the last shot... those elephants (my version of the "Ottifanten") deco textures are meant more as an "Easter egg" not really as a wall texture. Mirroring them is also a bit strange. Will take a closer look at the map, looks quite interesting.

BTW, the texture set is called AEcell.

Update: Holy cow... that map is huge. I am starting to understand how some texture artists may have felt by my unorthodox use of their textures :owned:
  • My first impression was - "I am running around in an Escher picture" - :toothy:
  • Seems like you could use a 50H, 25H spawn, and a player spawn point as well (AEcell textures that is). You seem to be using invisibility for the latter.
  • The trim you used for the window blinds was a nifty idea.
  • The oriental marketplace is really nice.
  • The use of the rectangular grate pattern on ceilings and in a few other areas is a bit weird, IMO.
  • A town setting for DM is a difficult to pull of matter, usually it does not work well, but some of the areas are really interesting. Things like door width area an issue though, for FFA you need wider doors.
  • You like the striped texture (simulated metal or so)... hmm... using it one some of the walls in that proficiency may not be so good, IMO.
  • If you want to add some "grinding" action (skate boarding), place a slick on the central stair railing, leading down to the MH/TP. That could be hilarious.
  • Hehe... interesting use of the floor "carpet" end piece for your doors.
  • In the theme of the Arabian Nights, it might be nifty to add an "endless" health regeneration (health loading station) in the round pool. And lower the pool boundary to make it easier to see into the pool.
  • The water "canals" remind me of Venice.
  • Fun to play this map... since there is so much to discover.


I'll play the map some more, to get a better feel for things.
Pat Howard
Posts: 494
Joined: Tue Mar 31, 2009 11:14 am

Re: PHDM_C - Alpha

Post by Pat Howard »

I am starting to understand how some texture artists may have felt by my unorthodox use of their textures

Yeah. It seems like many of those textures are partial to metal themes, especially the traced ones, so I had to improvise. One I got like 10 - 15 textures I liked though I didn't take time to search for any more. The lighting/skybox might suggest otherwise, but this is still an alpha, and the whole construction process was very hasty. In one instance I slapped that striped texture on one of the buildings simply because I wanted it to stand out so people would realize when they were running a circle around it. I guess what I'm trying to say is don't look for too much artistic insight in the texture decisions. I used the set more because it's practical for speed mapping and testing scale.

Things like door width area an issue though, for FFA you need wider doors.

I'm trying to keep scale as realistic as possible. Movement isn't awful with these widths but it definitely makes for some tight gameplay. I'm not so sure that's a bad thing though. I actually kind of like the variety since the rest of the map is so open.

If you want to add some "grinding" action (skate boarding), place a slick on the central stair railing, leading down to the MH/TP. That could be hilarious.

Thought about that too, but I'm not sure this is the right map for it. There won't really be any handrails or any kind of metal that would sell the "grinding" gameplay. Besides, I already used that idea in Q. I thought maybe I could get people sliding down awnings/tarps that hold rain. I couldn't find a place for it though.

The oriental marketplace is really nice.

What do you think about the scale of it? That's one of those areas that I wish was just a tad smaller in some places.

Other Misc. stuff:

How long did it take you to get a handle of the relative positions of the arenas? I tried to make it fairly simple. (Imagine a circle with a plus sign in it. Rooms on each end of the plus sign and in the center.)

I've got some feedback for your AEcell beta thread. Will go over there soon and post it.

Some people were talking about methods for taking good 2D overhead layout shots recently but I can't find the thread for the life of me. Do you remember where that discussion took place?

---

Now that I've got some time while waiting for responses on this I'll be able to give you some better feedback on AEdm7 and AEcell. Thanks for your help,
-pat

EDIT: Oh yeah, and the elephants - I just love that texture :). Those are probably going to be billboards. I originally put them in to prepare for contest ad placement.
AEon
Posts: 1816
Joined: Sun Apr 20, 2003 7:00 am

Re: PHDM_C - Alpha

Post by AEon »

Thoughts:
  • Forgot about the "alpha"... I almost always assume a map is beta...
  • The elephants make me smile... since that is the only thing I can draw :owned:.
  • About the sliding... maybe some magic star/sparkle shader here could "sell" sliding. Every time I got down those steps I wish I could slide. This could actually be a feature of your map, since you have several quite long stairways. It might be combined with your "ropes", also letting folks slide along those (would need to be added, since presently you only connect same height levels).
  • It might be a good thing, once you have settled into beta status, to go through all these things that are really neat, try to expand those, and then work/cut/improve on the things that work/look less well. The double-AP room e.g. is very "weird".
  • I love the Venice water feel with bridges / paths above paths. But getting out of the water is a pain in several areas. Near one RL, you could not get out at the angled JP, you had to take the narrow steps to the left of the JP. I may not have understood it yet, but a consistent layout for the water paths - i.e. you can follow them into most areas of the map vs. the present set of "pool", might be nifty to consider.
  • I am not really much a fan of "movers", but some gondelas (or simply crates) that move along the canals might also be something to try... as another "fast" transport vehicle.
  • You will probably be adding bobbing to the swimming crates, right?
  • The marketplace (lowest part of the map): In some areas it looks great, in other areas, like the RL roof you can jump up to it's not so much. Leaving the market place, up the long stairs - this area is nifty, the bots love it... and the connection works well. The angled JP that also gets you to the RL looks strange, you are probably planning to use some "stack" of sand or so here later?
  • The grated off "box" (below the rounded off pool), requires that you jump *down* into the JP to get up to the pool. I would wish the upper grated area (net) had a JP on that level as well... hmm... well maybe not. 2 JPs here would be weird.
  • Flying above the map is very interesting... i.e. seeing all those flat roofs and how they are laid out on different height levels... maybe this can be expanded, making those roofs more visible. E.g. add a path up here.
  • Map reminds me of Counter Strike maps... never played the game, but I loved looking at the maps for that HL/HL2 mod, especially Italy was great. Your map could develop into serious TeamDM map, since it is large enough, *and* has a real-worldish layout.
  • Layout is relatively quick to understand, if you noclip out of the map. Played about 10 minutes... but for a large map, it is probably easier to understand than some of the larger id maps, so I'd say things are fine. Path tactics will take quite a few more games though... but again that is normal, IMO.
sock
Posts: 424
Joined: Sat Sep 09, 2000 7:00 am

Re: PHDM_C - Alpha

Post by sock »

Well I finally had some time to bounce around this map and I do like the courtyard around the haste powerup next to the billboard. :) The jumping around from ledge to ledge, ducking and weaving in and out of different houses is really cool but the whole experience went sour for me when I discovered you have linked large parts of your map with jumppads! You can't have them in realistic environments and maintain any chance of atmosphere, you should either space the level heights differently, create more staircase connections or even use lifts.

This map is very large, it took me a while to find all the different areas and I especially like how you have lots of items up high on ledges. It was really cool trying to find ways to get to the items (not using jump pads if I can help it) The rope connections between buildings is very cool, I could imagine them having clothes or flags waving from them. The water connections were good fun but could of been more interesting with more objects in the water to hop and skip over.

The market area felt ok size wise but the height felt wrong, especially the RL/YA up high and the fact you got 3 JP's going up to the roof space. You really could have alot of fun with inter building stair cases. I have a whole set of pictures from various cities showing different styles. I will try and post them on my website for you over xmas.

I personally think you should switch away from that celshade texture set and use real generic materials, stone, wood, plaster as this will give you a better sense of scale and materials for construction. I don't mean go crazy on texture alignment or anything but the use of manmade materials will help alot with scale. The current texture set is too busy with techno/future elements and feels too metal like.
Well he was evil, but he did build alot of roads. - Gogglor
My [url=http://www.simonoc.com/]Website[/url] & [url=http://twitter.com/SimsOCallaghan]Twitter[/url]
Pat Howard
Posts: 494
Joined: Tue Mar 31, 2009 11:14 am

Re: PHDM_C - Alpha

Post by Pat Howard »

Designing a completely new LG room now, I hated the one I had but this one seems better. It's a tough room for gameplay because I want docks and a huge canal vista on the far edge of it. The problem with that is the docks need to be at sea level and I can't have structures blocking the vista. No height advantage + no cover on the edge of your map usually = bad gameplay. No reason to go there.

Since AEon said "Venice" twice, I'll have to concede :), that's the location. I wish I could have even more water gameplay but I can't seem to fit it into the market or the apartments/courtyard, and bridges take up a ton of space. I also wish it was easier to connect the canals, but it's a disaster for hinting and a total waste of space. Most of the canals will actually just be for visuals, e.g. in the MH/TP hall I'm going to open up the side and show some water there. The last problem with water is finding a way to end the canals. I have a feeling I'm just going to end up gating them off of blocking them somehow.

@AEon
- Remember slick works just as well going up as going down, making it a little silly for anything but horizontal railings.
- It would be very hard to go on the roofs without messing up hinting. Basically turns the map into a space map.
- I'm interested in making this a great TDM map. Gonna spend some time studying the famous ones in the CPMA map pack. Spirit also seems to be pretty popular for his stuff.
- The other stuff I'll work on. I'm liking a lot of your ideas (except for the movers... lame :owned:.)

@Sock
- Thanks for posting! I was starting to think AEon was the only person nice enough to test these things.
- Interesting about the bouncers. My initial rule was never to have them as necessary modes of transportation for the "civilians"; to have them detached from the actual city. I guess I broke that rule a few times :(. Trying to remove bouncers completely would almost mean starting over. I'm not sure how I'd get the vertical action I was looking for without them. Besides I've never had too much trouble with the suspended disbelief of bouncers. I consider them almost as much a part of Q3A as the items. I'm also not sure how lifts would be any better in that department.
- In-building stairways was one thing I could never get too many pictures of. I'd love to see yours. Maybe they could replace the bouncers in a few situations (though I'm worried a little about annoying cramped spiraling paths).
- Believe it or not, the height of the buildings is actually relative to the width of the windows! I started by making the narrowest possible window without breaking movement, then proportioned the height of them correctly, then made the doors a little higher and a little wider, then made the ceilings of each room a little higher than that, and then made the buildings the height of three or four of those rooms! Perhaps that was dumb... but it seemed logical at the time. Easy to fix I guess, just need different room heights within the same building.
- Will mess with the height of the RL and the YA platforms in the market a bit. Should make scale better and break up flat gameplay on that level. The whole room is a bit smaller in width now as well so that should help too.
- I'd change the AEcell, but AEon might kill me - *ducks*. People actually like how one of my alphas looks and I don't want to mess with my testers! I already made the church to scale with real textures and it felt fine. (You can see it by the pool of water), except there will be blocked alleys between it and the other buildings.)

Thanks again guys, I'll be back with an update tonight or tomorrow.
-pat
AEon
Posts: 1816
Joined: Sun Apr 20, 2003 7:00 am

Re: PHDM_C - Alpha

Post by AEon »

About heights:
  • Angled ropes or planks could get you up up/down in a few areas.
  • In the extreme vertical areas a ladder (using 1u deep playerclip steps) should also help. Though I am not quite sure if the bots like that.
  • The trick with the "roof gameplay" would be to have a few roof areas at a lower height level - i.e. you can get onto them / see them from the highest areas in the map - with an convincing path "traversing" them, just as a "reminder" that there are roof tops up there in the map. It should not interfere with vis too much.
  • You have two huge rounded off corners in the map, one from the marketplace and the other leading to the MH/TP. In theme of the map those should be dropped, IMO. A more angled design should be more appropriate, and possible.
At this point it might help to take inventory...
  • What designs in architecture work and look nice?
  • What main paths presently work and are fun?
  • What paths could be removed, or in the present state are too long winding?

    E.g. near the round pool (taking the opposite path of the netting), there is a drop down, with many "bridges" and balconies etc... and a quite angled long-winding path to the exit of that area.

    You started to add APs... maybe a few more will help bridge too long paths in other areas as well.
  • Could some of the good architecture be expanded on?
  • Is it possible to condense some of the gameplay?
Personally I'd drop trying to make indoor areas match scale. Simply make doors wider and higher (maybe use an arc instead of a door), just so the player does not feel cramped in. In most cases you should be able to keep your outdoor silhouette.

And feel free to go for realistic textures... though that will really be one monster of job finding/creating textures for all those areas.
sock
Posts: 424
Joined: Sat Sep 09, 2000 7:00 am

Re: PHDM_C - Alpha

Post by sock »

Pat, before you dismiss the idea of trying to design a 'realism' map without bounce pads you should download and play the following map:

The Doom That Came To Dunwich

An extremely old map but the design and layout is brilliant. Nothing much (for pure q3) since the release of that map has come close to the design and atmosphere. If you want to aim for 'realism' you cannot do it in half measures, it is an extremely tricky visual to pull off correctly and always requires alot of ideas and planning.

I also recommend you check out the ET maps, the source maps have been released but one map in particular was set in a Mediterranean town. (Goldrush) It was initial prototyped as a model so that the street heights could be created with more natural inclines.

A good example in your map of a street that could act a step corridor between area heights is the long street from the market to the MH. This street could have an incline easy and a pile of half steps. A easy trick but you create small blocks of steps, (4-5) and then you have a small flat bit and then up again. It breaks the vertical lines and creates something visually/gameplay interesting because on the flat bits you can also have doorways and alcoves that are not a bitch to line up texture wise.
Well he was evil, but he did build alot of roads. - Gogglor
My [url=http://www.simonoc.com/]Website[/url] & [url=http://twitter.com/SimsOCallaghan]Twitter[/url]
AEon
Posts: 1816
Joined: Sun Apr 20, 2003 7:00 am

Re: PHDM_C - Alpha

Post by AEon »

"The Doom That Came To Dunwich"
  • Amazing texture and geometry design there. I really like the outdoor areas. The map also shows very clearly why realistic maps are so terrible when it comes to gameflow... too many too long-winding paths (all the in-door stairs are a claustrophobic frantic nightmare IMO)... and the streets/roof tops (the good parts of the map) cannot (realism) provide enough fun paths.

    The map shows that you should concentrate on created a good / interesting outdoor layout, with only a very few indoor areas.

    One also notes the in-door scale issues, e.g. all the windows are too close to the floor, through from the outside the scale looks fine.

    To me this would be a really nifty SP map... not so much for MP.
Pat Howard
Posts: 494
Joined: Tue Mar 31, 2009 11:14 am

Re: PHDM_C - Alpha

Post by Pat Howard »

First off, let me just say I'm really enjoying this little discussion. Since I found these Q3 communities (almost a year ago) I haven't been able to sustain too many subjective conversations about level design theory without someone taking offense or backing down for fear of offending me in some way. Sad, but true, because usually when a discussion arises, someone's baby is the subject :).

Sock, very interesting bouncer-less map. (So this is where the ik textures originated?) There were a lot of things I had to get used to, like looking up at the paths above me and accepting that I wouldn't be reaching them quickly. Other things that were odd included the item free streets (to get players onward and upward immediately), and that many of the building trims are actually major paths. Once I memorized the map, I had some fun, but I don't see it by any means as something I'd want to model my city by. Here's what I didn't like:

- Why anyone would spend so much time constructing such great Boston style buildings and textures only to have most of the gameplay stuck indoors is beyond me.

For me, city maps are ALL about the outdoor gameplay. That's what makes them so unique. Most of the gameplay in this map is cramped, boring indoor stair climbing that has been done in tons of other generic maps, and done way better. In my map, I want players in and out of the buildings quickly. Not all climbing has to be done inside. This map doesn't take advantage of things like street elevation change (Goldrush) and balcony hops for variety.

- Given the time it takes to gain height, and the lack of weapons on the streets below, the penalty for falling is way too high.

Once I got up to the rooftops I didn't want to come down, but without much activity on the streets I was hurting myself by camping. I'd be interested to see this map tourney-sized, where the climb to the top is really rewarded by using your height advantage on a single person. Instead it's all about trying to get a quick kill on anyone who spawns in the streets, which is ultimately less effective than staying inside. I'd probably have a few more rooftop battles if I played with humans, but there's no denying that this is for the most part an indoor map.

- The indoor areas didn't seem very realistic or "alive" to me.

Most of them are just empty spaces + really strange staircases and a few paintings for decoration. I saw the occasional book case/treasure chest, but overall they didn't feel like they had much real world purpose.

- I've never liked a map that tried to conform to Q3A's (FUBAR) scale.

In city maps, it all seems to come back to window measurements. In this case, windows are about the size of doors and also touch the floor. Not very realistic, but this is ironically what has to be done to get proper heights without severe movement restrictions. The resulting gameplay is always claustrophobic, and personally I hate tight maps. Most battles are nothing but reflex tests and there is no room for skillful movement. I'd rather mess up my scale a bit than end up with a map this cramped indoors. Maybe I'm not going for total realism after all.

- Other thoughts:
I should also note that most successful city maps are war torn. Not just because most games take place in war torn settings, but also because it makes the connections between buildings much more believable. Want this building connected to its neighbor? Blow a hole in the wall! Want a drop down here? Cave in the floor! My map can't take these liberties, which could be hard to work around, but it is in my opinion more rewarding and realistic when it works.

Probably the most impressive thing for me was the map's r_speeds. 3k to 4k throughout the entire thing!!! This is one part of the design that I can really appreciate. Even the old computers won't break a sweat running this one.

---

Believe it or not, even though I don't plan on making a city map anything like this one, all this talk has gotten me really interested in the ultimate challenge of designing an open, vertical, mostly outdoor city map without "cheating" with bouncers, TPs or lifts. I might just put this alpha on hold for a while and try it! The crux of my vertical action is definitely going to be street elevation change. It seems like the best way to gain height quickly is to walk into a building on one side, and then drop the street level on the other side, instantly giving the windows on that side height. I think the lack of bouncers will really make things more tactical for TDM gameplay.

There are also some things I don't like about my map, specifically how several rooms have absolutely no water gameplay. With a map this big, I think you need a common gameplay element throughout, otherwise it just seems like 3 or 4 maps in one.

So I'm gonna try another layout I think. I'm not in a huge rush or anything. If PHDM_D is successful I'll post a new thread. If not, I'll probably just come back to this one and show you guys the improvements I've been making. One thing that's been helping me with this alpha is how I've been keeping my distance from it. I've only played a handful of games and it makes taking feedback a lot more natural - almost like it's someone else's map that people are criticizing.

Thanks for all your insight, I think it may have yet again raised my already demanding gameplay standards. I've been turning into quite the curmudgeon lately :).
-pat
AEon
Posts: 1816
Joined: Sun Apr 20, 2003 7:00 am

Re: PHDM_C - Alpha

Post by AEon »

Glad we agree on all the points related to "annoyances" in city maps.

Personally I'd give a hoot and use JPs anyway... maybe "cleverly" disguised by bouncing (vertex animation) carpets, or cannons, or some other 1001 Nights plausible magic thing. (In AEdm7 I had a mini conveyor belt, something you might have on a marketplace as well).

You should also be aware, when going the realistic path... all the war maps, like Medal of Honor / Call of Duty have done the city map thing ad nauseam. But a 1001 Nights (Arabian) or Venice/Italian would be very nifty with the right textures. Hmmm... I might actually look into my Greek town map again...

Especially for this type of map I think prototyping is especially important, because it lets you change around things often, play test them, to change things again.

Good luck with it... :toothy:
Pat Howard
Posts: 494
Joined: Tue Mar 31, 2009 11:14 am

Re: PHDM_C - Alpha

Post by Pat Howard »

UPDATE 2

Gonna put this one on hold for about a week and see if I can come up with something better. Still, I think this one is pretty fun and you can download ALPHA 2 by clicking the green link if you're interested.

---

PHDM_C CHANGE LOG - ALPHA 2:

Marketplace:
- Got rid of some wasted space on the inner side of the room.
- Added some "stuff" (crates) on the top level terraces.
- Removed ramp under back RL bouncer and added a tent.
- Lowered RL and YA levels 64u.

Church/Outdoor Restaurant:
- Repositioned YA.
- Fixed accidentally botclipped lower exit to market.
- Made fence solid grate on top of netted area.

Center:
- Repositioned MedKit.

Water/Bridge:
- Split bridge support so Players can jump through.
- Made it a little easier to get out of water.

Bell Tower Square:
- Scrapped whole room and made something new.

Misc.:
- Adjusted junction between market and what "was" the bell
tower square to conform to the new changes.
- Removed PG from said connection.
cityy
Posts: 1020
Joined: Mon Aug 10, 2009 8:23 am

Re: PHDM_C - Alpha 2

Post by cityy »

I can't say much about your map Pat. (:

Some things:

[lvlshot]http://img41.imageshack.us/img41/3181/shot0000ay.jpg[/lvlshot]

Did you caulk the wall behind this JP?

[lvlshot]http://img519.imageshack.us/img519/6858/shot0001nk.jpg[/lvlshot]

You forgot to add clip brushes here + the archs at the GL have alignment issues. The new quad area is nice. Putting the quad nearer towards the TP was a good move, IMO.

[lvlshot]http://img40.imageshack.us/img40/2192/shot0002qe.jpg[/lvlshot]

Another clipping issue here.
www.ferdinandlist.de/leveldesign
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