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Topic Starter Topic: [Beta Map] Egyptian Rivers - octf1_beta1

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Joined: 25 Dec 2010
Posts: 4
PostPosted: 12-25-2010 08:09 PM           Profile Send private message  E-mail  Edit post Reply with quote


Merry Christmas guys. Have a map! =-p I've been mapping on/off for years but haven't really been active in many forums. I can see you guys know what you're talking about though so I hope you'll go easy on me :)

Download link + details are below. Hope you like :) (It's not xmas themed, just a coincidence that I got it finished for today).

Download

Image


=====================================================================
Title: Egyptian Rivers
Date: 25th December 2010
File: octf1_beta1.pk3
Author(s): Phoenix
Email address: phoenix.q3maps@gmail.com
URL: http://www.own-age.com
Description: Own-age.com CTF 1 - Game Play BETA
=====================================================================

=====================================================================
*********************** BETA INFO *******************************
=====================================================================

First let me just say THANK YOU to anyone who participates and I am
happy to receive any/all feedback/criticism either here or at my
email above. There's a few things you should know which will be
helpful to me.

This is a GAME PLAY BETA. The map is currently undetailed (for the
most part) and will look very 'block-like' and is only roughly textured
(slapped on at random mostly). What I would like people to focus on is
how FUN (or not fun) is the map to play? Are there any areas of the
map you don't use? Is there anything in partciular that you like or
dislike? Any frame rate issues? Item placements. Stuff like that.
Don't get caught up in how things 'look', unless it is affecting game
play. Also see the known bugs/issues section below.

I will be trying to setup some online beta testing times which I will
post here so hopefully you can show up! :)

RECOMMENDED SETTINGS:

The map does not have light compiled yet and therefore is fullbright.
It may be blinding if you have you lighting settings higher than the
defaults of:

r_gamma 1.0
r_overBrightBits 1
r_mapOverBrightBits 2

Also r_fastsky 0 is recommended so you can see through teleporters.

*I'm testing from my ancient laptop and I've also discovered it needs
r_smp 1 to be able to display the portals. This should not be true
for anyone else, this laptop really is garbage.

=====================================================================
********************** General Info *****************************
=====================================================================

How to play:

1) Place the octf1_beta1.pk3 file into your Quake 3/baseq3 Folder.
2) Open Quake.
3) Go to Single Player/Skirmish and you will find it in the CTF menu.
Alternatively you can open the console with ~ and type /map octf1_beta [enter]

Gametype: CTF
Mod: baseq3 / any
Bots: Yes! (See Bugs / Known Issues for details)
Size: Large (5v5+ is recommended although it may play with less)

Quad/Haste: 1
2 minute respawn, teamed at a ratio of 2 haste to 1 quad so you will
see more haste spawns

Regen: 2
2.5 to 3.5 minute respawn, random

Flight 2
Lasts only 5 seconds and respawns in 10

Mega: 3
RA: 4
YA: 6

Weapons: All but BFG

Map Info:
A large CTF map with an Egpytian theme. This is my first attempt at
a serious dm/ctf map. It has an ambitious layout but it worked out
perfectly (I think) so I hope you like it. Probably one of the
larger maps I'll ever do but it's still not as large as some threewave
maps I think.

Why:
I love mapping and it's something I do anyways. I've primarily been
doing experimental stuff which is why I have very few released maps.
I've had several ideas for dm/ctf maps over the years and I'm finally
just getting around to making some of them now. I currently have
five CTF maps which I plan to to back-to-back. There hasn't really
been any popular CTF maps since Threewave which was released 10 years
ago so I thought it would be nice to try some fresh maps. Like some
of the other good non-threewave maps out there, I don't expect to see
any of my maps being played on servers but at least I tried! Also not
that while it is large is is actually perfectly sized for the average
player base of CROM CTF and cpma pickup CTF servers that are the most
active CTF servers left :)


=====================================================================
******************* Bugs / Known Issues *************************
=====================================================================

BOTS: They are able to cap but they're still a little stupid (well
they're always stupid anyways aren't they?). They play best with more
people. 1v1 the bots will end up grabbing the flag then just waiting
in their bases forever. They seem to move about the map well but often
like to loop back to their own base rather than pushing forward to the
enemy base. I have told them NOT to go in the water area but they are
able to get out of it fine if they are knocked in. Also they were
getting stuck in the jump pads up to regen so I've blocked that off
for now for them but plan to fix it for the final release. They behave
well when they spawn up top and will grab regen and drop out the window.

3 JUMP PADS (to regen): They're working fairly well now but still a
little bit buggy. The waterfall shader looks a little buggy in that area
as well.

WHIRLPOOL AREA (above flight): This area is going to be made to look
like a whirlpool. It's just flat water now with a test on the waterfall
part but it looks rather buggy.

BRIDGE TELEPORTER PORTAL: When viewed from far away/weird angles can
sometimes flicker to black.

MAP VISIBLE THROUGH SKY: Can see parts of the map through the sky if
you look up top. I believe I know how to solve this just haven't bothered
to do it yet.

MISALIGNED TEXTURES/TEXTURE SEAMS VISIBLE (WATER): No point fixing this
right now as everything is going to be changed in the end most likely.

UNDERWATER JUMP PADS: Yes there are jump pads underwater. Yes they
don't send you as high as they should and may seem a little weird. No
this is not a bug :) This area was designed as if it were a regular
non-water area that has been flooded and therefore everything is now
underwater.

=====================================================================
************************ Thanks! ********************************
=====================================================================

spookmineer & [PT] Tania for the testing and feedback they have
already given. Add your name to the list!

=====================================================================
************************ Credits ********************************
=====================================================================

Original level design by Phoenix
Glass Texture/Shader by Phoenix
User: PhoenixFilms at http://www.own-age.com
Contact: phoenix.q3maps@gmail.com

---------------------------------

Egyptian Texture set by Simon "Sock" O'Callaghan
Contact: mememe[at]simonoc[dot]com
Website: http://www.simonoc.com

---------------------------------

Waterfall Texture/Shader by Kit Carson & Nemo
Taken from the map kineterra1 aka "The Age of Tenebra"

Kit Carson Credits: http://www.planetquake.com/kcmaps

Nemo Credits: http://digilander.iol.it/ilbanca/
bancaf@libero.it

---------------------------------

Red & Blue "cretebase" textures by costanza
(These won't be in the final version but I still believe credit is due for now)

---------------------------------

Anything else I've missed likely belongs to iD Software
Website: http://www.idsoftware.com/

---------------------------------

NOTE: I have listed the contact information in the credits that the authors wished to have for using their work. Some of the websites/emails may no longer be valid.

=====================================================================
********* Distribution / Copyright / Permissions ****************
=====================================================================

Copyright (c) 2010 Phoenix, phoenix.q3maps@gmail.com
All rights reserved.

Quake III Arena is a registered trademark of
id Software, Inc.

This level may be electronically distributed only at
NO CHARGE to the recipient in its current state, MUST
include this .txt file, and may NOT be modified IN
ANY WAY. UNDER NO CIRCUMSTANCES IS THIS LEVEL TO BE
DISTRIBUTED ON CD-ROM (OR WHATEVER METHODS THE FUTURE HOLDS)
WITHOUT PRIOR WRITTEN PERMISSION.

=====================================================================




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Mercenary
Mercenary
Joined: 28 May 2010
Posts: 210
PostPosted: 12-26-2010 01:16 AM           Profile Send private message  E-mail  Edit post Reply with quote


I'm playing your map while writing this and will try to note down what comes to my mind. There's a lot, and I don't want to forget anything

Itemplacement
I just played for some minutes now, so it's still to early to judge how the valuable items (MH, Haste, Quad, Armor) are placed. But irrespective of this, the smaller items, especially Shards and 5HP bubbles are - in my eyes - really misplaced in nearly every spot you can fnd them. Also, putting stuff into corners far away from main gameplay is a no-go. I don't want to run 67 miles away from the main battle to get a weapon. Try to put items in the players way, not aside the action. Exaples for this and other ideas:
  • Flagbase. Weapons and ammo in corners; Shards/5HP in the rectangular pools.
  • Quad/Haste pyramid. You weren't serious when you placed these shards and bubbles all around this pyramid in the water, were you?
  • what about these 25HP bubbles on top of the pillars aside the bridge with the YA? I can't imagine anybody trying to get them by rocketjumping, since there is no reason to rocketjump to a 25HP bubble. If they're only placed as decorations - delete them and put details into this places another way
  • Teleporter at the end of that bridge. Ammo behind that teleporter? And so much health aside it? Put these things in front of it in a way you can get them easier. And reduce the health
  • Much too much health in the flagbase
  • Small tunnel with MH you can only pass crouching. THAT's a really nice flow killer you've invented there
  • Area behind this tunnel, with YA, LG and RL ammo. Again, these items are placed as if you wanted the player to not get them
  • Health. There is.. err.. tons of it. I didn't manage to die, to be honest. There is enough health in this map for a whole battalion to get on its feet again. Really, reduce that. This is just a total health-overkill

Navigation
  • Area above the Flight pickup. There's a stair that leads out of the water. Have you ever tried using it? It would be easier to get out of the water if there was no stair, instead, a simple low wall would do better there
  • Wide, open spaces. Of course there are no details in this map, as you've said, but gameplay will become quite poor with these huge halls and spaces. The distances are so huge, I found myself running around with RG/RL only, to get these guys from the distance and finish them when they are near my. I've used the SG or LG not even one time. The PG seems to be completely useless; until the plasma has arrived at your enemy, he'll be at the other end of the map already. The areas aside the shortest main route feel to long and complicated to be worth taking them. And generally, I feel like a tiny plastic soldier in a huge environment. If you want to reduce this feeling, you will have a lot of work to do. You'll need to place far more walls and geometry to fill these empty hallways. This will help reducing this feeling and, and that's even more important, to find shelter. Nobody likes being railed inevitable, because he's running down a straight corridor thats half a mile long

I know, that's not a very positive feedback. But praise instead of honesty won't help you. Rework your item layout, especially with accessibility and reducing the amount of health in mind. And try to create more complexity in these empty hallways.



_________________
Portfolio - My Quake 3 mapping tutorials - My Quake 3 maps


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Recruit
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Joined: 25 Dec 2010
Posts: 4
PostPosted: 12-26-2010 09:49 AM           Profile Send private message  E-mail  Edit post Reply with quote


Thanks for the feedback :) Don't worry I appreciate your honesty. I'll get back to you on some of it later. I agree with most of your points but at the same time there's some of it that I won't change still hehe :) I'll explain later when I have more time about some of my decisions.




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Insane Quaker
Insane Quaker
Joined: 28 Dec 2009
Posts: 298
PostPosted: 01-30-2011 11:47 AM           Profile Send private message  E-mail  Edit post Reply with quote


those screenshots blinded me. first thing i can say is work on the lighting. this might be a cool map if r_speeds remain low. what's going on with this map anyways? any update? you have an ETA on your next release of this? where's the info? why you not keeping us informed?




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Recruit
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Joined: 25 Dec 2010
Posts: 4
PostPosted: 06-02-2011 01:39 AM           Profile Send private message  E-mail  Edit post Reply with quote


Sorry I'm really bad at keeping track of forums :( Got too many to pay attention to. Also sorry to dig up an old thread but I have received lots of good feedback and will be updating this map but it's prob going to be a while. I really do like the layout itself but it does need a major overhaul. I can't give any sorta of ETA on the next release but it will have some major improvements I think and will be a little less ugly hopefully :)

I'll be playing around with some other smaller maps in the meantime... I've actually started playing around with octf2 which is a much smaller and more practical map I think compared to this one and may actually get the final version released first heh.




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