SCHÖNA [ALPHA 4]

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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CZghost
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SCHÖNA [ALPHA 4]

Post by CZghost »

CZQ3TOURNEY1 - SCHÖNA
Alpha 4 Download and Screenshots
One small map is growing up on my hard drive. Alpha 4 is up to be downloaded and tested.

Download
PK3 : (584 kB)
ZIP : (584 kB)

Screenshots are in last post.
______________________________________________
:arrow: This post will be updated with next releases <-
Last edited by CZghost on Mon Jul 06, 2015 2:17 pm, edited 4 times in total.
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AndehX
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Re: CZQ3TOURNEY1 [PRERELEASE SHOTS]

Post by AndehX »

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
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Eraser
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Re: CZQ3TOURNEY1 [PRERELEASE SHOTS]

Post by Eraser »

It's CZghost so it'll never come to that
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CZghost
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Re: CZQ3TOURNEY1 [PRERELEASE SHOTS]

Post by CZghost »

Okay, will complete lights if anything missed, compile and let you run the map :)
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AndehX
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Re: CZQ3TOURNEY1 [PRERELEASE SHOTS]

Post by AndehX »

yeah just throw a few lights in to give the map a bit depth and put a download up. doesnt matter how rough it looks. My maps look no better lol
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CZghost
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Re: CZQ3TOURNEY1 [PRERELEASE SHOTS]

Post by CZghost »

Download is up. In the main atrium there should be something definitely, just don't know what...
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When you feel the worst, turn to the sun and all the shadows will fall behind you.” - John Lennon
AndehX
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Re: CZQ3TOURNEY1 [PRERELEASE SHOTS]

Post by AndehX »

Looks promising so far.

Few points:

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.
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CZghost
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Re: CZQ3TOURNEY1 [PRERELEASE SHOTS]

Post by CZghost »

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)...
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Eraser
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Re: CZQ3TOURNEY1 [PRERELEASE SHOTS]

Post by Eraser »

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.
AndehX
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Re: CZQ3TOURNEY1 [PRERELEASE SHOTS]

Post by AndehX »

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.
AndyW
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Re: CZQ3TOURNEY1 [PRERELEASE SHOTS]

Post by AndyW »

Yeah, add some more Areas!
If you want send me a copy of your *.map file, i have some Ideas. :)
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Theftbot
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Re: CZQ3TOURNEY1 [PRERELEASE SHOTS]

Post by Theftbot »

Very bland
AndehX
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Re: CZQ3TOURNEY1 [PRERELEASE SHOTS]

Post by AndehX »

Theftbot wrote:Very bland
maybe because it isn't finished....?
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CZghost
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Re: CZQ3TOURNEY1 [PRERELEASE SHOTS]

Post by CZghost »

Theftbot wrote:Very bland
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 :)
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Martinus
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Re: CZQ3TOURNEY1 [PRERELEASE SHOTS]

Post by Martinus »

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)?
[url=http://lvlworld.com/author/Martinus]My Quake 3 maps[/url]
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Re: CZQ3TOURNEY1 [PRERELEASE SHOTS]

Post by CZghost »

I can. I wrote two reviews for Stargate map pack and Goldleaf on lvlworld.com, so I jump to developing this one now :)
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CZghost
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Re: CZQ3TOURNEY1 [ALPHA 2]

Post by CZghost »

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.

Download is in first post.
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CZghost
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Re: CZQ3TOURNEY1 [ALPHA 2]

Post by CZghost »

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)...
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fKd
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Re: CZQ3TOURNEY1 [ALPHA 2]

Post by fKd »

:rolleyes:
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Eraser
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Re: CZQ3TOURNEY1 [ALPHA 2]

Post by Eraser »

CZghost wrote:I am moving it in the freeze now.
How surprising :olo:
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Re: CZQ3TOURNEY1 [ALPHA 2]

Post by Eraser »

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.
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CZghost
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Re: CZQ3TOURNEY1 [ALPHA 2]

Post by CZghost »

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.
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Re: CZQ3TOURNEY1 [ALPHA 2]

Post by CZghost »

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.
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Martinus
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Re: CZQ3TOURNEY1 [ALPHA 2]

Post by Martinus »

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?
[url=http://lvlworld.com/author/Martinus]My Quake 3 maps[/url]
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CZghost
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Re: CZQ3TOURNEY1 [ALPHA 2]

Post by CZghost »

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...
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