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Topic Starter Topic: [BETA] 13tokay "Tokay Arena"

Insane Quaker
Insane Quaker
Joined: 15 Feb 2010
Posts: 298
PostPosted: 10-12-2018 10:07 AM           Profile Send private message  E-mail  Edit post Reply with quote


Tokay Arena:

This is a Remake/Remix of Leone's Remake/Remix (Tokay's Tourney: https://lvlworld.com/media/id:1753) of the well known "Tokay's Towers" from Quake2.


Screenshots:
Image Image Image Image Image Image Image Image


I made this map mainly for Clan Arena, but I put also some items in it. :)

Tell me if you find any Bugs or have some further suggestions of any kind.


Download Q3A version Beta1 (5.3 MB)
PK3: map-13tokay_b1.pk3
ZIP: map-13tokay_b1.zip

Download Q3A version Beta2 (5.4 MB)
PK3: map-13tokay_b2.pk3
ZIP: map-13tokay_b2.zip

QL version here: https://steamcommunity.com/sharedfiles/ ... 1205737264


sst13...



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Q3A Maps - by sst13
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Last edited by sst13 on 01-21-2019 06:59 PM, edited 1 time in total.

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Cool #9
Cool #9
Joined: 01 Dec 2000
Posts: 44131
PostPosted: 10-12-2018 12:36 PM           Profile   Send private message  E-mail  Edit post Reply with quote


Awesome! Tokay Towers was one of my fav Quake 2 maps and this remake looks real good in the pictures. I'll check it out




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Insane Quaker
Insane Quaker
Joined: 31 Mar 2009
Posts: 494
PostPosted: 10-12-2018 07:16 PM           Profile Send private message  E-mail  Edit post Reply with quote


Looks awesome. Nice to see you're still making maps.

First shot reminded me of your map Hangar Base :D




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Commander
Commander
Joined: 14 Aug 2016
Posts: 111
PostPosted: 10-13-2018 10:26 AM           Profile Send private message  E-mail  Edit post Reply with quote


everything is so damn fine, I've just got nothing to say! :up: :up: maybe only about texture set/lighting (could be a bit darker), but all looks so finished..
yep, and maybe a little less green color in the bottom corridor.
P.S. bot smashed me 30:4, maybe to add some armor shards to the SG/PG ammo room? :paranoid: :cry:




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Commander
Commander
Joined: 14 Aug 2016
Posts: 111
PostPosted: 10-14-2018 12:40 PM           Profile Send private message  E-mail  Edit post Reply with quote


@sst13, my suggestions (for Q3A/QL):
1) to add 2-nd PG (in QL - some HMG) to the area, where you can be "jumppaded" from MH;
2) to add a corridor from this area to the area above upper RL;
3) to make the teleporter to RA double-sided, so that one could escape from RA-area to somewhere below, MAYBE even to the YA area (down, to the crates with item_health_large on them. but there is a danger that someone will come from RA and take YA by rocket-jump although.. :miffed:);
4) to add the grenades (one box) near the GL (for spamming grenades ofc! >:D);
5) for QL: to add a GA to the SG/PG ammo room (for Q3A - some armor shards).

2) & 3) are just my attempts to optimize connectivity, which is fine already anyway. :)




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Insane Quaker
Insane Quaker
Joined: 15 Feb 2010
Posts: 298
PostPosted: 10-19-2018 10:57 AM           Profile Send private message  E-mail  Edit post Reply with quote


First thx everyone for all the kind words. :)


Changes i made recently based upon Obsessed item suggestions:

Put the GL on the center upper balkony. Perfect place to spam MH & LG from there. Rail & plasma ammo down to the old SG spot:
Image


The shotgun now sits on the old GL spot. In Oneflag & Harvester (QL only) a YA spawns on the tele exit spot. (no tele exit in those 2 gametypes):
Image


There are now 5 shards in the right row and 4 additional shards in the jumppad-room (left):
Image



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Q3A Maps - by sst13
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Commander
Commander
Joined: 14 Aug 2016
Posts: 111
PostPosted: 10-19-2018 03:33 PM           Profile Send private message  E-mail  Edit post Reply with quote


Obsessed item suggestions
>:D :D >:D




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This is not Æon!
This is not Æon!
Joined: 20 Jan 2002
Posts: 2222
PostPosted: 10-29-2018 11:12 AM           Profile Send private message  E-mail  Edit post Reply with quote


I think this looks excellent man. Very good job. Looks very HQ Q3 which I dig a lot.



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GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe


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\kill
\kill
Joined: 02 Apr 2003
Posts: 947
PostPosted: 10-29-2018 12:50 PM           Profile Send private message  E-mail  Edit post Reply with quote


Excellent work, sst13! I love this remake ;) It's nice to see that someone is still putting out maps.




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Insane Quaker
Insane Quaker
Joined: 05 Mar 2010
Posts: 384
PostPosted: 11-23-2018 02:38 AM           Profile Send private message  E-mail  Edit post Reply with quote


Looks great (a little bright though). I'd argue that it now bares almost zero resemblance to the original, but that's not to bash the map - it has a lot going for it and it's clear that the intention is to only borrow a couple ideas from the original.

I think the MH could use more ways to access it - crates to jump up to it?




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Insane Quaker
Insane Quaker
Joined: 15 Feb 2010
Posts: 298
PostPosted: 01-21-2019 06:57 PM           Profile Send private message  E-mail  Edit post Reply with quote


New Beta version available! (release candidate)

I added a crate for MH access and made the 2 "wall jump boxes" in the big atrium a little bit wider with some pipes attached.
I did also some small optical updates and some minor bugfixes.

Download Q3A version Beta2 (5.3 MB)
PK3: map-13tokay_b2.pk3
ZIP: map-13tokay_b2.zip

QL version here: https://steamcommunity.com/sharedfiles/ ... 1205737264


If no further bugs appear, this will be the final version of the map.

sst13...



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The hell good boy
The hell good boy
Joined: 22 Jun 2011
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PostPosted: 01-24-2019 02:36 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Nice :)



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Commander
Commander
Joined: 14 Aug 2016
Posts: 111
PostPosted: 01-25-2019 09:34 AM           Profile Send private message  E-mail  Edit post Reply with quote


personally, I'd prefer a little darker shadows and a moving sky. :) and I see nothing bad in adding some corridor between GL area and the area above RL. if there are no arguments against. ))
btw, such crates make almost no sense in vanilla Q3. :( or maybe to place PG near every crate ;) :D




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Insane Quaker
Insane Quaker
Joined: 15 Feb 2010
Posts: 298
PostPosted: 01-26-2019 09:20 AM           Profile Send private message  E-mail  Edit post Reply with quote


The crates are 64 units high, like the famous MH jump in q3dm13. This should be no problem with 125 fps.



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Commander
Commander
Joined: 14 Aug 2016
Posts: 111
PostPosted: 01-29-2019 09:08 AM           Profile Send private message  E-mail  Edit post Reply with quote


@sst13, maybe I'm doing something wrong, but I can't take the MH (from below) on q3dm13 in standard q3a, and easily taking it in QL. :rolleyes:




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Insane Quaker
Insane Quaker
Joined: 15 Feb 2010
Posts: 298
PostPosted: 01-29-2019 10:47 PM           Profile Send private message  E-mail  Edit post Reply with quote


@Obsessed: Are you really playing with exact 125fps?

Here is a good video to this topic: https://www.youtube.com/watch?v=he02vJvKaRs



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Commander
Commander
Joined: 14 Aug 2016
Posts: 111
PostPosted: 01-30-2019 11:12 AM           Profile Send private message  E-mail  Edit post Reply with quote


@sst13, MOTHER OF GOD! :ducky: thank you! I've played with "250" :owned:




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Recruit
Recruit
Joined: 21 May 2016
Posts: 1
PostPosted: 02-20-2019 03:42 PM           Profile Send private message  E-mail  Edit post Reply with quote


sst13 wrote:
@Obsessed: Are you really playing with exact 125fps?

Here is a good video to this topic: https://www.youtube.com/watch?v=he02vJvKaRs


arQon fixed this issue literally over a decade ago ;)




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Just another Earthling
Just another Earthling
Joined: 20 Jul 2001
Posts: 12925
PostPosted: 02-25-2019 04:38 PM           Profile Send private message  E-mail  Edit post Reply with quote


sst13 wrote:
@Obsessed: Are you really playing with exact 125fps?

Here is a good video to this topic: https://www.youtube.com/watch?v=he02vJvKaRs


A really interesting video. Thank you :up:



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reboot
reboot
Joined: 15 Jan 2001
Posts: 1541
PostPosted: 03-04-2019 12:16 AM           Profile Send private message  E-mail  Edit post Reply with quote


:up:




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Insane Quaker
Insane Quaker
Joined: 15 Feb 2010
Posts: 298
PostPosted: 08-09-2019 10:26 AM           Profile Send private message  E-mail  Edit post Reply with quote


Final Release!

Download Q3A version (5.3 MB)
PK3: map-13tokay.pk3
ZIP: map-13tokay.zip

QL version here:
https://steamcommunity.com/sharedfiles/ ... 1205737264


have fun, sst13...



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The Afflicted
The Afflicted
Joined: 17 Feb 2005
Posts: 601
PostPosted: 08-13-2019 12:55 AM           Profile Send private message  E-mail  Edit post Reply with quote


This is insane. Perfectly aligned, beautiful to look at. I always wanted to remake this map (it's my favorite from Quake 2) but I couldn't dream competing with this. Also, it's a great texture set but I really thought it was impossible for anybody to still make it look fresh after all these years, but you managed to pull it off. Respect! Also, the main atriums, all of that is brushwork right? Probably with phong shading applied or are those patches?

Image



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Insane Quaker
Insane Quaker
Joined: 15 Feb 2010
Posts: 298
PostPosted: 08-13-2019 07:01 PM           Profile Send private message  E-mail  Edit post Reply with quote


Thanks for your kind words. :)

Yes, the atriums are brushwork. Only the black/yellow trims on the edges are made with curves, because it's a pain in the ass to align textures in such a way. :D
Also the back walls are made from curves. (yellow light in the screenshot)

No phong shading at all. When you take a closer look with r_lightmap 1 and low gamma, you can see the lightmap isn't perfect. But with textures, you can't see this little imperfection anymore.



You can use r_noCurves to test if a geometry is made of curves or brushes.
Code:
bind x "toggle r_noCurves"

Also use r_clear 1 to prevent HOM. (btw. mappers should always turn this on, to see stuff like sparklies or untextured surfaces. It's very helpful.)



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The Afflicted
The Afflicted
Joined: 17 Feb 2005
Posts: 601
PostPosted: 08-15-2019 01:20 AM           Profile Send private message  E-mail  Edit post Reply with quote


No need to thank me. It's well deserved. But I do have to thank you for that explanation. I didn't know any of that :)



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