[Q3 CTF Beta] 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 Beta] pukka3ctf1

Post by sumatra »

It's beta time.

Let me know what you think of it.
Do you think te colorscheme will confuse people?!

As always, Feedback is highly appreciated.
Thanks in advance for everything helpful.

Image

Download here.

cheers sum :icon31:
wattro
Posts: 375
Joined: Mon Feb 20, 2006 1:12 am

Post by wattro »

sorry, no screens... but...

-missing texture: ex_floor_tread_o1_d.tga
-misaligned texture: light trim all around the level
-overlapping texture: orange side, grenade launcher area - easy to see running into orange's side from green's side towards the grenade launcher.. also may be inconsistent with green side area in same place

also...

-bot play is predictable, they take the middle paths and rarely use the side paths
-i haven't played with real people, but i might extend the middle courtyard by a couple thousand units
-i don't understand why in the bases the jump pad and the ramp aren't switched around
-getting on lifts in the middle area is a tad awkward... they seem a little small

nice map, lots of interconnecting hallways. i'm not sure how i feel about that. i didn't like the long hallways leading between the center courtyard and the lightning gun rooms. leaving the enemy base with the flag and getting out down these hallways gives you a few options to jet back home really quickly without as much risk as the other paths.

/maybe i'm crazy?
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seremtan
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Post by seremtan »

i totally approve of the green/orange ctf colours :icon14:
sumatra
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Post by sumatra »

Thanks for feedback. I'll fix those issues asap...
Any others?
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poub_
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Post by poub_ »

looks awesome from the shots but didnt jump on it yet.

hi btw :)
sumatra
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Post by sumatra »

poub_ wrote:looks awesome from the shots but didnt jump on it yet.

hi btw :)
hi :) where have you been?!
Waiting for your response....
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Plan B
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Post by Plan B »

Great layout, smooth navigation + my favorite texture set: EL8


Some quick aesthetic observations:

It's Q3, so no bumpmapping, but you could fake it more by better relating the textures' inherent shadow properties in some places to the light sources =>

Image


Although I like the idea of the map being embedded in a rocky, chiseled out environment, it's not done consistently enough, IMO, so I'd lose it altogether or add it in more places =>

Image


Looks like the map is chopped off at the top in some places, resulting in a very monotonously horizontal top line.
I'd add 'stuff' to break up that line.
Come to think of it, maybe with forementioned rockage? =>

Image
sumatra
Posts: 325
Joined: Sat Feb 12, 2005 10:02 pm

Post by sumatra »

I agree with all your points Plan B.
Will add more rocky feelings and maybe some towers or other skyline stuff :icon29: .

Any gameplay feedback?
Hope to see some more..
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roughrider
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Post by roughrider »

grabbing now, will get some feed back to you as soon as I can :)
Team *A51* Q3 & QL
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roughrider
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Post by roughrider »

Ok, here are some run-around thoughts as I went thru the map.
[lvlshot]http://www.roughrider-maps.com/images/shot8.jpg[/lvlshot]
As you can see in the above, textures are missing.

[lvlshot]http://www.roughrider-maps.com/images/shot9.jpg[/lvlshot]
Same with this staircase, texture missing.

[lvlshot]http://www.roughrider-maps.com/images/shot10.jpg[/lvlshot]
Not sure off hand if this is a texture missing or just one that is out of alignment, either case, it's out of alignment. :)

[lvlshot]http://www.roughrider-maps.com/images/shot11.jpg[/lvlshot]
Here as you see, another missing texture, or the same one as from diff location, not sure cause I didn't look in console to see if it was just one or a handful of textures. But the main reason for this shot is if you head down this hallway from center to either base and you get to location in next shot, you can rj up above the map there.

[lvlshot]http://www.roughrider-maps.com/images/shot12.jpg[/lvlshot]
Need to clip that off as you can rj above map, as explained in previous shot descript.

[lvlshot]http://www.roughrider-maps.com/images/shot13.jpg[/lvlshot]
I would lose the health balls on the stairs there since you have a mega so close by that why have those even there. And thinking on health, you have a large amount of health in this map. Health is good, but IMO, I think you might have over done it.

[lvlshot]http://www.roughrider-maps.com/images/shot14.jpg[/lvlshot]
I don't know if you meant for someone to be able to rj up to here, I assume you did, but is a nice little spot for people to "guard" the central area. There not hidden and if someone was to be on top of one of those spots, it wouldn't take long to remove them with a quick rocket or 2. ;)

[lvlshot]http://www.roughrider-maps.com/images/shot15.jpg[/lvlshot]
In the center area where you have those itty-bitty lifts, IMO, I would get rid of those. Couple reasons why:
If you are trying to walk along the trim in that spot and not go up, the lift starts to bring you up and you hit your head on that piece sticking out above you and take damage.
If someone gets Quad and wants to go up, I think that a risk for them rj'ing to the upper walkway would be good instead of giving them an "easy up", besides, you have a way up if you take that hallway just a short distance away from center anyway.

Over-all, I like the layout and I, like seremtan, like the orange-green color mix. Might I suggest adding some floor or wall markers for direction to flag. As it is now, there is no direction and for people that don't know the map, they are going to need some guidance.
Also, I think I would trash the gl as well. That is more a personal taste thing, but also it doesn't seem to fit very well in here with some of the tight halls, etc.
I have more ideas and such but will wait til I can get a friend or 3 to hop in and get some game play on it before I make the other suggestions as I think they would be better made from playing it with humans and not bots.
Last edited by roughrider on Tue Oct 17, 2006 5:38 am, edited 1 time in total.
poub_
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Post by poub_ »

Love the atmosphere of the map, but remove the clip above the other two arches as well ;)

mass gave you feedback on the ctf-gameplay part of the map, I have to admit I'm utterly ignorant about ctf gameplay so I won't comment on that. Your main concern should be getting maybe one or two pickup games on it and listening to the players.
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roughrider
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Post by roughrider »

Had some 4v4 play on this so here is some game-play feedback.
As I mentioned above in previous post about directional markers, that is something that would have helped since none of my friends had a clue as to where they were going until I showed them around the map for 20 mins then next round we played CTF.

The first and foremost thing that came to mind before we started playing and did our walk thru, then it came up again while playing, is the flag rooms.
[lvlshot]http://www.roughrider-maps.com/images/flagshot_1.jpg[/lvlshot]
Visually, the flag rooms look fine but for CTF play, they are too cramped.
[lvlshot]http://www.roughrider-maps.com/images/flagshot_2.jpg[/lvlshot]
The above shot shows it better as to the cramped-ness. The flag is in a nook which is very easily defended, can see all 3 of the entrances to the flag room if one stands in the right spot. Would only take 2 decent defenders to guard the flag room. In our case, we left one guy in defense of the flag and the other 3 were out on the prowl and it worked good for us. It worked so well because getting to the flag is restricted to 2 spots unless you rj to flag, and with it being so enclosed, is very easy to fend off a couple of intruders. And with having the regen & mega so close by, it makes for defenders dream.
Which takes me to the regen/mega.
We talked about the regen/mega for about 10 mins in our final walk thru after we played it. In the over-all tone of it, they didn't fit right with 6 out of 8 of us. 2 liked it because of the way the flag rooms are now and the defender can use the regen/mega while defending. But even the 2 that liked it as it is now, agree that moving one or the other, or both, out away from flag room to a more challenging spot to grab, would be a good thing.

In our play we also found that those spots on the 'pillars' in the center area, the ones you can rj up to as shown in one of my pics above in other post, are rather annoying. They are a campers heaven because of total coverage of the central area, of course, until they are knocked down by a barrage of rockets.
Domination of the central area is pretty easy too, if you have the right combination of a couple players stationed there. With quad spawing at the center, is pretty easy to clobber enemy coming through. And since all the avenues to the bases are close together, they are easily defendable from here.

Is a decent map, just needs some tweaking.
Item placement needs work. Having quad in middle is pretty normal, but with that area being 'close-nit' as it is, might want to either remove it from map or place it elsewhere. Not sure as to where atm. Personally, I would remove it as the map isn't that big and, IMO, quad is over-kill for this map.
Lose some of the health and relocate either mega and/or regen out of the such-close-proximity of the flag. One idea though, you could probably lose the regen and leave the mega where it is or move the mega to where the regen currently is. If it were me, I would remove the regen from the map and move the mega to where the regen is currently at, since that path seems to be the fastest cap path and being able to hit that mega for a big boost of health on last few steps to flag would be better than the regen.
If you remove the regen, than keeping most of the other health balls would make sense, just moving them around a bit.
And if I remember right, you have all weapons except for bfg in this.
I would lose the gl. I would lose the gl because of the tightness of the map, would have your team mates bouncing all over the place when nades are being thrown by the ever-present nade spammer. And nothing makes another player more pissed then when he/she is carrying flag and is bounced all over creation by a team-mate nade spammer. Maybe replace the gl with sg or move one of the ya's to where the gl is at.
You might want to take a little time to rethink the armor placement too. You have multiple armor pick-ups very close to center and close to one another as well. If you were to remove the quad, you could remove the 2 yellow armors that are closest to center and put a ra where the quad is/was.
hmmm, what else....
There was more but will have to play it again to refresh my memory.
Hope what I have given helps you ;)
sumatra
Posts: 325
Joined: Sat Feb 12, 2005 10:02 pm

Post by sumatra »

just a quick reply by me:
thanks for the great feedback and testing on your side.
Ill think about all the mentioned parts and write my thoughts on this soon.

Thanks for your feedback. Good work.. :icon14:

sum
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