ts_pm3 [q3 map - beta]

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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TymoN
Posts: 1
Joined: Mon Feb 02, 2004 8:00 am

ts_pm3 [q3 map - beta]

Post by TymoN »

Hi
It's my new promode map.
Medium size map designed for 1vs1 duel, made in nice Rorshach's textures. Nice Layout and gameplay(I hope).
Waiting for Yours comments :)
ts_pm3 - beta
Screenshots made voodoochopstiks (thx)
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ts_pm3 - beta
TR!N!X
Posts: 34
Joined: Fri Mar 04, 2005 5:20 pm

Post by TR!N!X »

from what i can tell from the screnshots, i looks really good but i dont like that floor texture, the one with the circles in it.
[img]http://img100.exs.cx/img100/4823/priceless3yj.gif[/img]
Oeloe
Posts: 1529
Joined: Fri Mar 19, 2004 8:00 am

Post by Oeloe »

Those circles won't bother you when you're playing. ;)
StormShadow
Posts: 557
Joined: Wed Feb 16, 2005 8:10 pm

Post by StormShadow »

slowest dl ever :D

ill post some feedback in a bit
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Hipshot
Posts: 1547
Joined: Sun Jan 20, 2002 8:00 am

Post by Hipshot »

This is nice! Love the rust/light!
Q3Map2 2516 -> http://www.zfight.com/misc/files/q3/q3map_2.5.16_win32_x86.zip
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
StormShadow
Posts: 557
Joined: Wed Feb 16, 2005 8:10 pm

Post by StormShadow »

Okay, first off, really good use of texturing and architecture, particularly while maintaining a functional map with good fps, etc.

A couple issues:
1) The textures may be a little 'busy' for a competetive mod like cpma - unless your picmip is up pretty high, you may get distracted by the texturing.

2) There is very little variation in texturing, architecture, or lighting throughout the map, making it a tough to learn. Unless you know the map well, its quite easy to get disoriented.

3) The rockets/grenades dissapear into the teleporters.

Other than that, I thought the flow and layout were great, as was the item placement. I had one or two issues with the gameplay, but ill let the CPM crowd give you feedback on stuff like that :D
surgeon62
Posts: 573
Joined: Sun Mar 13, 2005 6:58 pm

Post by surgeon62 »

I really like the map, but I would have to second StormShadow's comment on the similarity between areas of the map and how that affects your ability to learn the layout.

I have no problem with using variations of a single color throughout a map (as a matter of fact the map I am working on now uses primarily gray textures - see it here: http://www.quake3world.com/forum/viewtopic.php?t=10488), but I think you have to offset that with variations in the layout of areas of the map.
Dilbert is a documentary.
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