if you want a good answer, you should post up the map for us to run around in. I can't really tell what the map is like from those shots since its all using the same texture
I know its still early and this will probably change anyway, but I would seperate the RA and MH. Having them right next to each other isnt very ballanced.
The elevator that takes you up to the top should be replaced with a jump pad.
I know its still early, but there should be another large area. Or at least have multiple connecting corridoors going around the main room. At the moment there is not alot of places to go, other than the main room.
Definitely continue. The brushwork looks nice and clean.
Okay. I will try to move MH on the ground and replace RA with YA (to increase possibility of risk and improve balance). I can try to add jump-down hole in the PG area leading to new large area, only a bit smaller than the main courtyard (atrium)...
That lift is a bit too slow for my tastes. A jumppad would be better I think, although the height difference is a bit large. I'd also put something more worthwhile up there than a PG.
Eraser wrote:That lift is a bit too slow for my tastes. A jumppad would be better I think, although the height difference is a bit large. I'd also put something more worthwhile up there than a PG.
with the window being up there, a railgun would probably be a good choice.
Now it's about layout mostly, do not look at the textures, they're there only to make the layout visible.
AndyW wrote:Yeah, add some more Areas!
If you want send me a copy of your *.map file, i have some Ideas.
If you take screenshots, make some marks and describe what would you like, it would be enough to tell. If you feel not, then I will send you the map file
I tested your map. The very first thing which I faced is the map size.
Could you make it even more bigger, and more complex (in vertical and horizontal plane)?
Screenshots Alpha 2:
[lvlshot]https://dl.dropboxusercontent.com/u/76484093/Quake%203/Maps/My%20maps/czq3tourney1/a2_ingame/g001_mhyard.jpg[/lvlshot]
Main courtyard with Megahealth placed down.
[lvlshot]https://dl.dropboxusercontent.com/u/76484093/Quake%203/Maps/My%20maps/czq3tourney1/a2_ingame/g002_rayard.jpg[/lvlshot]
Red Armor moved here, shootable grates allow some risk from above.
[lvlshot]https://dl.dropboxusercontent.com/u/76484093/Quake%203/Maps/My%20maps/czq3tourney1/a2_ingame/g003_tunnel.jpg[/lvlshot]
An attempt to make slide down tunnel, maybe I should replace it with something little else.
[lvlshot]https://dl.dropboxusercontent.com/u/76484093/Quake%203/Maps/My%20maps/czq3tourney1/a2_ingame/g004_rgtele.jpg[/lvlshot]
Plasmagun replaced with Railgun (Cells by Slugs as well), digged an entry.
[lvlshot]https://dl.dropboxusercontent.com/u/76484093/Quake%203/Maps/My%20maps/czq3tourney1/a2_ingame/g005_sglaunch.jpg[/lvlshot]
Launchramp with Shotgun leading to powerup.
[lvlshot]https://dl.dropboxusercontent.com/u/76484093/Quake%203/Maps/My%20maps/czq3tourney1/a2_ingame/g006_yaexit.jpg[/lvlshot]
Yellow Armor at teleport exit.
I see there's no feedback. So I am moving it in the freeze now. I am working on testing projects aside - one from the real world (our backyard) and one terrain map for Team Arena (again)...
Seriously though: CZghost, one of the most important virtues in life (especially in professional life, you know, when you have a real job with real responsibilities) is the ability to actually finish something.
Starting is never hard, it's actually finishing that's the tricky part. It's also the most satisfying part though, and it'll really do your ego good to be able to show something and say "hey, this is finished and it's exactly how I want it to be", even if there's no one that gives you feedback. For your own personal self you'll have proven that you've got what it takes to finish something.
That also echoes through in how people treat you. Any idea why people aren't overly enthusiastic to give you feedback? Not because your map isn't as impressive looking as Pat Howard's work but because people feel that their feedback is falling on deaf ears. When people give feedback or tips to Pat or AndyW or AndehX with his Q1 remakes they know the authors are listening and possibly even taking the tips to heart which will eventually result in a better map that they might actually get to play.
With you though, we can give all the feedback we like, but it's very likely that the map never sees the light of day at all so giving the feedback has been a wasted effort. Once again you prove this is true. It's a shame, I'd really like to see you succeed for once and actually release a map. It's been years now man.
I'll draw new layout corresponding to the last existing one with some changes and more complexicity in heights and size. Anyway, it's not important thing, actualy I have to improve in school.
I have a very little time to update, but I reworked the additional area at least. I returned basic layout back to alpha 1 with minor change in the railgun area (it was plasmagun area before update) that takes it by jumppad through a staircase. It's one-way-flow hallway, you can't make it backwards without being hurt. Anyway, there's a teleport that means exit from the jail-like room... The second big area from A2 was moved to the opposite side and has completely reworked layout, now it's connecting through lower-teleport room with a pathway to railgun and by jumppad it's possible to reach shotgun platform holding launchramp that sends player towards powerup spawning place. I made at least the new layout with very few items, no lights here. As I said, I have very little time. Screenshots from editor, I will place in-game shots after finishing the update.
Without textures, this does not show too much for me. Could you post a compiled map?
Why do you use so many botroam (on the stairs at the last shot) on the same place?
Martinus wrote:Without textures, this does not show too much for me. Could you post a compiled map?
Actualy, textures do not take a place right now as it is still in alpha version that focus on layout and gameplay. I can't post compiled map right now, this version is not finished yet and I said I have very little time to update...
Martinus wrote:Why do you use so many botroam (on the stairs at the last shot) on the same place?
If you mean it's unneccessary to have that botroams on stairs, I will remove some, but I would like to keep some there (not only one) to make sure bots take the stairs. If bots do not route somewhere for some reason, I would probably include botroam also there...