[beta] dAde_rage

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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dAde
Posts: 36
Joined: Tue Feb 08, 2005 6:27 pm

[beta] dAde_rage

Post by dAde »

Hi, it's my new map - dAde_Rage.
Maybe I'll just paste info from readme file ;).

<i>Medium size tourney map made especially for CPMA.
Layout and item placement was tested earlier, so I think it's quite good and there won't be big changes in this "part" of map, but I'm waiting for comments and support.

Here's levelshot:

Image

Things to do: hinting, reduce PVS, work on visual side.</i>

Well, I'm waiting for Your opinion and advice.

You can download level here (2MB) - dAde_Rage

Thanks and have fun
[url=http://dade.pl][b]dade.pl[/b][/url] | [url=http://maposfera.org]maposfera.org[/url]
sumatra
Posts: 325
Joined: Sat Feb 12, 2005 10:02 pm

Post by sumatra »

Hey, finally :)

Well, I don't like the itemlayout especially cause you have only two YA and a very huge (in scale) map.
Also the two RL on the bottom of the map make no sense to me. A RG in this long LOS-hallways is also a thing you should rethink, it's teh total rule weapon on this one, you can almost control the whole map, especially the armors. I' trying to play it some more times and maybe design an itemlayout if you want me to..
That's it so far, maybe more later..

Haven't seen any Alpha of this around?!

Take everything with a grain of salt, but I think it needs to be fixed in some points.

sum
dAde
Posts: 36
Joined: Tue Feb 08, 2005 6:27 pm

Post by dAde »

sumatra wrote:I' trying to play it some more times and maybe design an itemlayout if you want me to..
Would be great.
sumatra wrote:Haven't seen any Alpha of this around?!
Well, there was.
sumatra wrote:Take everything with a grain of salt, but I think it needs to be fixed in some points.

sum
Of course it needs ;), that's why it's beta, not final version. So i'm waiting for more comments.
[url=http://dade.pl][b]dade.pl[/b][/url] | [url=http://maposfera.org]maposfera.org[/url]
Lukin
Posts: 349
Joined: Sat Jan 29, 2000 8:00 am

Post by Lukin »

You know my opinion - too tall, too much trickjumps, too long hallways. Add some visual effects here and there (maybe Hipshot's skybox?).
BTW there is a thread about this map over at CPMA forums, you should go there and make a hype around it to get some gameplay hints.
[size=75][url=http://www.lukinonline.com]lukinonline.com[/url][/size]
SOAPboy
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Joined: Sun Apr 13, 2003 7:00 am

Post by SOAPboy »

Lukin wrote:You know my opinion - too tall, too much trickjumps, too long hallways. Add some visual effects here and there (maybe Hipshot's skybox?).
BTW there is a thread about this map over at CPMA forums, you should go there and make a hype around it to get some gameplay hints.
Whats wrong with tricking?

*downloads

edit: Plays ok to me.. i didnt see ANY real "hard" "trickjumping" to use the map properly.. there was 1 spot where you kinda had to hook a little to hit a spot but theres a 'easy' way to get there anyways..

Note, i didnt play with powerups, just defrag to piss with the layout..

Honestly tho, its REALLY closed imo, turns and shit are to tight in alot of areas to really get a good flow of movement going.. id open up some of the corners and shit so movement worked better..
[size=75][i]I once had a glass of milk.

It curdled, and then I couldn't drink it. So I mixed it with some water, and it was alright again.

I am now sick.
[/i][/size]
[img]http://img162.imageshack.us/img162/3631/171164665735hk8.png[/img]
Lukin
Posts: 349
Joined: Sat Jan 29, 2000 8:00 am

Post by Lukin »

SOAPboy wrote:Whats wrong with tricking?
I just don't like when whole map is filled with trick possibilities. IMHO trickjumps should be used as an alternative route, not the only one and should direct to something important - an item, a weapon, etc.
[size=75][url=http://www.lukinonline.com]lukinonline.com[/url][/size]
SOAPboy
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Post by SOAPboy »

Lukin wrote:
SOAPboy wrote:Whats wrong with tricking?
I just don't like when whole map is filled with trick possibilities. IMHO trickjumps should be used as an alternative route, not the only one and should direct to something important - an item, a weapon, etc.
Theres not a single area in that map that HAS to be tricked to get to..

:paranoid:
[size=75][i]I once had a glass of milk.

It curdled, and then I couldn't drink it. So I mixed it with some water, and it was alright again.

I am now sick.
[/i][/size]
[img]http://img162.imageshack.us/img162/3631/171164665735hk8.png[/img]
Lukin
Posts: 349
Joined: Sat Jan 29, 2000 8:00 am

Post by Lukin »

SOAPboy wrote:Theres not a single area in that map that HAS to be tricked to get to..
Well, YA room is kinda death corner w/o trickjump and there are few tricks that are unnecessary - for example rampjump to 50h near jumppad to this same place. You should be rewarded better for making a trick ;)
There are so many of those ramps, pipes, crates that you can make trick accidentally. I often jump over the RL when fighting in the room with SG/RL :drool:

Just my humble opinion. I've got nothing against tricks, but too much of them on a map changes deathmatch into circus.
Last edited by Lukin on Mon Aug 29, 2005 8:55 pm, edited 1 time in total.
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dAde
Posts: 36
Joined: Tue Feb 08, 2005 6:27 pm

Post by dAde »

Lukin wrote:You should be rewarded better for making a trick ;)
I can put there triggere that will print message - "Well done!" :icon30: Joke of course.
Anyway, the idea of decreasing trick possibilities isn't bad, but I just need to think about which of them aren't very important.

Thanks for opinions ;).
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sumatra
Posts: 325
Joined: Sat Feb 12, 2005 10:02 pm

Post by sumatra »

Itemset without RG, with MH
Any progress with your map?

sumatra
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dAde
Posts: 36
Joined: Tue Feb 08, 2005 6:27 pm

Post by dAde »

sumatra wrote:Itemset without RG, with MH
Any progress with your map?

sumatra
Progress? None :(, no time for mapping.
Thanks for this .map file ;), i'll compile it and check how it looks like.
[url=http://dade.pl][b]dade.pl[/b][/url] | [url=http://maposfera.org]maposfera.org[/url]
Oeloe
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Post by Oeloe »

dAde wrote:Thanks for this .map file ;), i'll compile it and check how it looks like.
Just load it in CPMA!
sumatra
Posts: 325
Joined: Sat Feb 12, 2005 10:02 pm

Post by sumatra »

dAde wrote: Thanks for this .map file ;), i'll compile it and check how it looks like.
Just load it in CPMA as follows:
put the pk3 in your baseq3 folder
load your map (/map dade_rage)
then callvote the itemset (/callvote map !sum_rage)

Have Fun
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dAde
Posts: 36
Joined: Tue Feb 08, 2005 6:27 pm

Post by dAde »

This itemset is great! :icon25:
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sumatra
Posts: 325
Joined: Sat Feb 12, 2005 10:02 pm

Post by sumatra »

:icon25:

If you want to scale down some areas, I would probably re-add the RG.

If you want to keep it as it is, rethink the vertical connections.
There are too many Jumppads, not good for cpm gameplay.

Nice map so far though.
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Oeloe
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Post by Oeloe »

A bit off-topic: dAde, did you ever fix the frame drop in your cpm map dade_X? I really like that map, but even on my Radeon 9800 Pro i get drops to 50 fps (q3dade11 has the same problem). :( Maybe some of the mappers here can help you solve that problem. I think it's worth it.
dAde
Posts: 36
Joined: Tue Feb 08, 2005 6:27 pm

Post by dAde »

Oeloe wrote:A bit off-topic: dAde, did you ever fix the frame drop in your cpm map dade_X? I really like that map, but even on my Radeon 9800 Pro i get drops to 50 fps (q3dade11 has the same problem). :( Maybe some of the mappers here can help you solve that problem. I think it's worth it.
Well, I didn't... very much ;P. Maybe i'll try some day but thanks :).
Anyway - right now I have some non-quake things to do and I can't focus on mapping even when I try, but i know there's Rage to end and some other important things, so just be patient ;).
[url=http://dade.pl][b]dade.pl[/b][/url] | [url=http://maposfera.org]maposfera.org[/url]
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