[Q3 CTF Alpha] pukka3ctf1

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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sumatra
Posts: 325
Joined: Sat Feb 12, 2005 10:02 pm

[Q3 CTF Alpha] pukka3ctf1

Post by sumatra »

Just a short message concerning little time...
Have a look at the map and give me your input.
Thanks in advance.

Download here

Image

Cheers sum
caldiar
Posts: 5
Joined: Wed May 19, 2004 7:00 am

Post by caldiar »

This map looks promising. Makes me want to get Quake 3 working on my computer again to give this a run
sumatra
Posts: 325
Joined: Sat Feb 12, 2005 10:02 pm

Post by sumatra »

Here some design.preview.shots
IÄm trying to break the standart Q3 colorscheme with the "new" Q4 one. Me likesssss.... :icon31:

Image

Image

Image

Image
[url=http://www.pukkadesign.com][color=#41c0eb]..::pukkadesign.com[/color][/url]
maz0r
Posts: 157
Joined: Wed Apr 21, 2004 7:00 am

Post by maz0r »

Just a few notes, since my lack of time right now. Maybe I'll give you more detailed input with screens later.

1) Bases' and upper levels' ceilings should be higher. You'll often bounce your head while jumping against support beams or similar constructions. Also rocket jumping is almost pointless in there. Maybe be it's intentional, but I love RJing so much :)

2) I miss a possibility of (of correct?!) reaching the upper level more easily in midfield. It's pretty impossible to re-gain your flag if it goes high and you're on the very ground.

3) The bases seems a tad too open if you ask me. You can sneak around a corner and sniper that doomed flagguard without given him any chance to strike back.

4) Also there are too little ammo, health and armor in the bases. Dunno what's the MH respawn time, but that was the only bubble, despite the tiny ones in the water near flag. Since the base is so open, it doesn't seem to be a defender's favourite map. :) Ammo is lacking all over the place it seems (not put in yet?), but at least some rockets and ammo for an alternative weapon should be available in the bases. Armor also lacks, the shards are out of the way and the only YA is more located in the mid, than in reach of a defender. Give those defenders a chance to survive :D

5) Judging from the screenshots you posted later, I suppose the visual look will still change. That's a plus, but although I like your q4 touch, it may confuse q3 players. Dunno about this really, but could be a problem. But I personally hate maps where I cant recognize instantly where I spawned and what direction I have to run.

Edit: 6) Just forgot, maybe it should be easier to drop down the jumppad in the left side of the base (as seen from the flag). Would be another possibility for flag runners to escape and confuse the enemies.

But I have to admit that I really liked the map and even more the visual style you're currently working on. Would be perfect for a fast , action packed capture fest with a lot of frags and lesser item timing. The quad would rule all of course since the lack of armor, but hey, we all hate the defensive playing style which established itself during the last years of ctf.

Summa Sumatr... eh Summarum: Gute Arbeit Kollege! :icon25:
sumatra
Posts: 325
Joined: Sat Feb 12, 2005 10:02 pm

Post by sumatra »

maz0r wrote:1)
I agree with you, in the latest version those issues are already solved.
maz0r wrote:2)
I've added two lifts at the mid. Maybe this is one solution that works, haven't tested/discussed it with other people yet.
maz0r wrote:3)
I'will go more into the base layout again. The main aim I'm going for is a base-oriented layout, not the regular mid-oriented one...
maz0r wrote:4)
Items in the Alpha version are just some thoughts and placeholders. Will be updated in Beta.
maz0r wrote:5)
I'm sure I'm going for this scheme, I just like it too much to replace it with the "original" one (red/blue) :icon31:
maz0r wrote:6)
Had this in mind, it's already easier in Beta..

Thanks for feedback Kollege, keep it coming..
:icon25:
^misantropia^
Posts: 4022
Joined: Sat Mar 12, 2005 6:24 pm

Post by ^misantropia^ »

[lvlshot]http://acidquake.info/dump/images/pukka3ctf1_a1_0.jpg[/lvlshot]
Make the ledge a little wider. It's easy to get trapped on and the only way off is down (onto a jump pad). It's too narrow to jump off from.

[lvlshot]http://acidquake.info/dump/images/pukka3ctf1_a1_1.jpg[/lvlshot]
Loose the pillar. Running into it is almost unavoidable when you come from the corridor at high speed.

[lvlshot]http://acidquake.info/dump/images/pukka3ctf1_a1_2.jpg[/lvlshot]
Somewhat of a show stopper, esp. since you can come in and get out at full speed on the other side. Add something that allows the attacker to get onto the platform without having to use the jump pad.

All over the map there's trim raised a few units above floor level. Bump into/onto it the wrong way and your velocity drops to zilch.

I like this one. The new design looks awfully sexy, too.
maz0r
Posts: 157
Joined: Wed Apr 21, 2004 7:00 am

Post by maz0r »

mis: your screenshots are kinda b0rked :dork:
^misantropia^
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Post by ^misantropia^ »

Are they? In what respect?
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FragaGeddon
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Post by FragaGeddon »

@^misantropia^
Are those pics from the same map that sumatra posted?
sumatra
Posts: 325
Joined: Sat Feb 12, 2005 10:02 pm

Post by sumatra »

FragaGeddon wrote:@^misantropia^
Are those pics from the same map that sumatra posted?
Yes, they are.
They're just shot in an older version (the current version that is available for public though) ..
The progress shots of mine are not available in mapform yet :p ....

Thanks for your feedback dudes, I'll keep all of them in mind...

sum
[url=http://www.pukkadesign.com][color=#41c0eb]..::pukkadesign.com[/color][/url]
maz0r
Posts: 157
Joined: Wed Apr 21, 2004 7:00 am

Post by maz0r »

mis: for some strange circumstances your screenshots dont show up for me at all, even if I click them Oo
^misantropia^
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Post by ^misantropia^ »

Try emptying your browser's cache. Refreshing the page sometimes works too.
sumatra
Posts: 325
Joined: Sat Feb 12, 2005 10:02 pm

Post by sumatra »

Beta is ready

Here you go!!!


What are you waiting for... :icon29:
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