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Topic Starter Topic: q3dmp23 1v1/4 player **final**

Immortal
Immortal

Joined: 02 Jun 2006
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PostPosted: 09-08-2011 02:36 AM           Profile Send private message  E-mail  Edit post Reply with quote


finshED!

**17/4/12** final pk3
http://www.gamefront.com/files/21571763/q3dmp23.zip

cheers :up:




Last edited by fKd on 04-16-2012 06:50 PM, edited 5 times in total.

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The Afflicted
The Afflicted

Joined: 10 Aug 2009
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PostPosted: 09-08-2011 04:09 AM           Profile Send private message  E-mail  Edit post Reply with quote


Heyoo,
Just some suggestions, hope you can make use of it:

- reduce the length of the MH room, it is just too long and rail heavy atm
- replace the small JP in the MH room by a staircase
- put MH where the low YA is
- put the low YA where RG is
- put the 50hp where MH is now
- as a result, move the RG somewhere else :b
- move the PG a bit more into the action, you gotta slow down too much to take it atm
- the layout is kinda linear atm which causes a steady back and forth style of play; maybe try to get away from that by adding some angles and maybe a 3rd room, you could move the YA that is closer to the RA into it (generally, make it harder to cover all entrances/exits from one position; leave opportunities for the players to make decisions; keep the players moving, dont force them to slow down with your layout/geometry)



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Immortal
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PostPosted: 09-08-2011 01:38 PM           Profile Send private message  E-mail  Edit post Reply with quote


cool cool, will make some more changes after work. thanks cityy :up:




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Veteran
Veteran

Joined: 23 Aug 2011
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PostPosted: 09-09-2011 06:54 AM           Profile Send private message  E-mail  Edit post Reply with quote


After playing it for the first time ; Very small but fun to frag with 3-4 players...

maybe add some stairs instead of a jumpad going to the shotgun in the main courtyard (2 on each side of the current position of the jp) ?

For items, adding armour shards and small health could be a good idea, I think the RL should be positioned more in the middle of the map because most player will go for it, creating more fights and since it's a small map it would be like right away.




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Immortal
Immortal

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PostPosted: 09-11-2011 02:58 AM           Profile Send private message  E-mail  Edit post Reply with quote


cheers, will post alpha 2 soon.




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Immortal
Immortal

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PostPosted: 09-11-2011 05:10 AM           Profile Send private message  E-mail  Edit post Reply with quote


heres an updated alpha, huge changes. reworked most of the spaces and added a third room with the lg. and a path from pg to ra. not sure if the second tp should be both ways. again all feedbacks very helpful

heres the pk3: http://www.mediafire.com/?d32ws906d19i7zg

cheers :up:




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The Afflicted
The Afflicted

Joined: 10 Aug 2009
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PostPosted: 09-11-2011 09:29 AM           Profile Send private message  E-mail  Edit post Reply with quote


I think there are some improvments over the first alpha but also some things that got worse.
The new room certainly helps gameplay. Though I don't understand why you have that big staircase there with a jumppad right next to it. Everybody will use the jumppad. Same goes for the staircase and the JP near the RA. (I'd remove the JP there and remove the staircase at LG)
I think you should make the new tp 1 way btw. (from LG room to MH room)
The scale of the MH room does still feel a bit off. Rail is still often gonna dominate that room because of the long distances. There are only 3 usable weapons at long- and mid range - MG, LG and RG and since your room is longer than the reach of the LG, the RG and the MG will be used the most and the RL will even be almost totally useless. Of course you can sometimes force players to use a certain weapon but I don't think it has a positive effect here. Also I'd suggest to maybe add a connection between the low area of the MH room and the LG room to improve the flow a little.
Another thing I didn't like was the huge line of sight from the MH room to the RA room on the upper level. Maybe try to close that off a little bit more again.
I like the new jumppad with the PG.



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Immortal
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PostPosted: 09-11-2011 03:40 PM           Profile Send private message  E-mail  Edit post Reply with quote


yeah gonna lose the lg room stairs and make that tp one way, was not sure about it. good someone else agrees with that. will keep on workin away at it. its good doing the whole alpha run. so hard not getting into little details. must resist! lol




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Immortal
Immortal

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PostPosted: 09-11-2011 11:38 PM           Profile Send private message  E-mail  Edit post Reply with quote


**another update**

more changes.. i think it plays way better now. the ya by the mh might need to be moved.. maybe add some mg ammo .?.

file: http://www.mediafire.com/?kzi4mh9ho15t0td

edited with tiny update




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Immortal
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PostPosted: 09-12-2011 12:45 AM           Profile Send private message  E-mail  Edit post Reply with quote


some pics :

Image

Image

Image

Image

its brighter in game. :sly:




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Immortal
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PostPosted: 09-12-2011 06:13 PM           Profile Send private message  E-mail  Edit post Reply with quote


nothing :(




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Insane Quaker
Insane Quaker

Joined: 20 Oct 2009
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PostPosted: 09-12-2011 07:01 PM           Profile Send private message  E-mail  Edit post Reply with quote


This seems a lot like the start of a CTF map or a FFA/small TDM/small CA map. It's pretty large (scale wise) and open for a tourney map.



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Insane Quaker
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Joined: 16 Sep 2010
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PostPosted: 09-12-2011 09:38 PM           Profile Send private message  E-mail  Edit post Reply with quote


I downloaded it and took a quick look, haven`t played around with bots yet.

The layout does seem to be large-ish, but not really larger than most duel maps these days (compared to dm6 / ztn). Maybe more open, perhaps. I agree that in some ways it might be more suited for casual dueling, although it`s not bad and it could be fun for small FFA`s or 2v2 TDM.

The striking issue is the item placement. The RA and MH are very close to each other. Yes, the RA is backed up next to a wall where you can be pinned down, but if luck goes in your favor you can grab the RA and MH very quickly, and a YA as well, giving you a stack of 150 / 200 in perhaps less than 5 seconds. This makes it extremely difficult for someone to regain control in duel, as there is only one YA in which they can use to regain control if the aforementioned scenario were to occur.

What I would do imo:

- Remove the YA which is in the same room as the Mega Health.

- Move the YA in the railgun room to where this 25+ health is in this screen: http://dl.dropbox.com/u/27277779/q3dmp23_screen4.jpg. Then, swap the positions of the Mega and the PG. Mega would be in a low corner where one can easily be ambushed then.

- Move the RA to where the YA in the RG room was.

Also, one architectural issue I noticed:

Image
That upper walkway seems odd. It`s an interesting idea layout-wise but from a physics perspective it feels wrong imo. Being so thick (therefore having more weight to support) and only being held up by it`s connections, it seems like it could collapse very easily. The red markings show where I would place columns. Not only would it make it look better (imo) but it would also improve gameplay in the sense that people can use columns to take cover from fire. You don`t have to make them super thick, maybe at least 32 units wide would do.

Overall it`s pretty good. Just needs a few item tweaks and some other things, but it seems like it could be really fun to play. Jumping off the slopes in particular is fun in CPMA. gj!



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Immortal
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PostPosted: 09-13-2011 05:23 AM           Profile Send private message  E-mail  Edit post Reply with quote


great advice cheer et, ill get to work on those issues :up:




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The Afflicted
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PostPosted: 09-13-2011 05:49 AM           Profile Send private message  E-mail  Edit post Reply with quote


I think the main issue this one has is the symmetry (I know it's not exactly symmetric but you get what I mean). It just doesn't work really well in any gametype but ctf. Even in ctf it is really hard to pull off. I didn't point it out because if you wanted to change that you'd have to pretty much redo the entire map.



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Insane Quaker
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PostPosted: 09-13-2011 03:08 PM           Profile Send private message  E-mail  Edit post Reply with quote


Ahh, I forgot to mention, (sorry `bout that) if you do make the item placement suggestions I devised, you`ll also have to either redirect the teleporter in the RG room somewhere else or remove it. I realized that where it takes you, you could still grab RA and MH very quickly.



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Immortal
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PostPosted: 09-13-2011 04:31 PM           Profile Send private message  E-mail  Edit post Reply with quote


cityy man, i kinda disagree with you on that one. im happy with the general layout and gameplay ive been having vs bots. (i had a game vs one of my flatmates, but he was rubbish so it did not count. was a bit of a killing spree :D ) 3 player ffa's are a good match, even enjoyed a few duels. a bit more cover work and a few more connectivity and item layout tweaks and i believe this will be a fun map. (grunt is a good bot match, and a klesk/doom match is a fun 3p ffa) not uber pro gameplay, but noob-intermediate skill friendly. the detail work will give each area its unique feel/atmosphere which will break up the feeling of symmetry. still, i guess ill see what happens.. heh




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Immortal
Immortal

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PostPosted: 09-21-2011 06:24 PM           Profile Send private message  E-mail  Edit post Reply with quote


a wee update, just a little bit of playing around in my spare time, not taking it too seriously heh enjoy http://www.mediafire.com/?nkizmpa7rdvcak7




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Insane Quaker
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PostPosted: 09-21-2011 08:56 PM           Profile Send private message  E-mail  Edit post Reply with quote


fKd wrote:
some pics :

Image

Image

Image

Image



these are nice. the map looks done to me. nice tight map you got here. i really like that platform, but i dont like the mega on it. i vote have nothing on it. i like the texturing/lighting the way it is -- not too eyecandy. sorry i cannot comment on gameplay yet, but thx for the screenshots.




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Immortal
Immortal

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PostPosted: 02-21-2012 02:01 AM           Profile Send private message  E-mail  Edit post Reply with quote


:ninja:
Image




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Cool #9
Cool #9

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PostPosted: 02-21-2012 02:05 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Holy crap, that looks absolutely stunning



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foolproof
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PostPosted: 02-21-2012 02:06 AM           Profile Send private message  E-mail  Edit post Reply with quote


Holy shit :eek:




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Glayven?
Glayven?

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PostPosted: 02-21-2012 08:43 AM           Profile Send private message  E-mail  Edit post Reply with quote


:up:




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Insane Quaker
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PostPosted: 02-21-2012 09:22 AM           Profile Send private message  E-mail  Edit post Reply with quote


@fkd Could you choose another downloads centre? My antivirus detected trojan in pop-up window...



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Immortal
Immortal

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PostPosted: 02-21-2012 05:28 PM           Profile Send private message  E-mail  Edit post Reply with quote


thanks everyone :D

@czghost, there is nothing to see yet, the stuff linked in this thread are very old betas. check the post dates.

*edit get ad block plus already!




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Insane Quaker
Insane Quaker

Joined: 16 Sep 2010
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PostPosted: 02-21-2012 06:04 PM           Profile Send private message  E-mail  Edit post Reply with quote


You were busy I can tell! Was wondering how this map was doing. I'm definitely looking forward to a beta.



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Immortal
Immortal

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PostPosted: 02-21-2012 07:09 PM           Profile Send private message  E-mail  Edit post Reply with quote


i might throw up a wip for ppl to play. no such thing as bad feedback right...?




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Insane Quaker
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Joined: 22 Jun 2011
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PostPosted: 02-21-2012 11:31 PM           Profile Send private message  E-mail  Edit post Reply with quote


fKd wrote:
thanks everyone :D

@czghost, there is nothing to see yet, the stuff linked in this thread are very old betas. check the post dates.

*edit get ad block plus already!

I'm using Google Chrome, will the BP be functional already?



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Immortal
Immortal

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PostPosted: 04-14-2012 05:42 PM           Profile Send private message  E-mail  Edit post Reply with quote


heres what might be a final, i dont think there are too many issues. as always, feedback more than welcome :up:

file: http://www.gamefront.com/files/21562006/q3dmp23.pk3




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Immortal
Immortal

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PostPosted: 04-14-2012 05:53 PM           Profile Send private message  E-mail  Edit post Reply with quote


one issue is ambient sound, but im working on that now. also not too sure about the ra placement...




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Insane Quaker
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PostPosted: 04-14-2012 10:08 PM           Profile Send private message  E-mail  Edit post Reply with quote


Divine design! The map appears much larger than it actually is, as usual for your style. You'll be landing an industry profession soon enough with this kind of talent.

One very minor bug I noticed for now: The doors don't let your camera pass through in spectator mode.

Fabulous work!



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Insane Quaker
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PostPosted: 04-14-2012 11:35 PM           Profile Send private message  E-mail  Edit post Reply with quote


@fkd Where's levelshot? If you check ID's map, there are some small, in game blurry levelshot, but for every map ID created...



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Immortal
Immortal

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PostPosted: 04-14-2012 11:42 PM           Profile Send private message  E-mail  Edit post Reply with quote


Yeah not added that yet, I make one once it's ready to send off to lvl




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Insane Quaker
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PostPosted: 04-14-2012 11:48 PM           Profile Send private message  E-mail  Edit post Reply with quote


Textures are perfect, but there's something missing: sound effects like thunderstorm (I've seen the lightnings on the sky - thunderstorm would be perfect in the main hall)

It's realy nice to see the frame with glass as a fall protection... :up: Thumbs up...



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Warrior
Warrior

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PostPosted: 04-15-2012 09:34 AM           Profile Send private message  E-mail  Edit post Reply with quote


Problem with doors. If you stop before going thru and wait, door will close. Then you must back away from door to open it again.




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