pukka3tourney5 [alpha]

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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sumatra
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pukka3tourney5 [alpha]

Post by sumatra »

Hi there

As I know here are some promode junks floatin around, I'll also post this one here :] .
On the other hand IMO it also plays well with vanilla...

This is my current project, it's based on a exiting layout, but it's not an exact remake, more a rough remix.

Tell me what you think of.

Some facts:

- items: RA, MH, YA, 2GA
- weapons: 2RL, RG, LG, SG, GL
- theme: one-and-a-half-athrium style :)

Image

Download

Oh, and I don't want to withold the original map from you. Here you go.

Now give me some thoughts/impressions on the current status, thanks in advance

cheers sum 8)
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Foo
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Post by Foo »

The layout is sweet. You've got great interconnection between areas for the most part, and there's a nice spread of items.

Things I think need adjustment:
The level is cramped. There's the right number of items in there and everything's in a good place, but each individual piece is too small. For example, If you took the main room and scaled everything up to about double the size, it would work better. Wider walkways around the edge, more headroom, a greater distance between the teleporter and the staircase (pictured).

I noticed there was only 1 solid route up to the top floor, too (presumably if you jump quick, you can use the teleporter too).

Perhaps routing another staircase up to the top floor (by the lightning gun?) would prevent the top floor being too easily dominated.
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Oeloe
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Post by Oeloe »

Promode junk and map collector here. :p I like the layout. I only walked around the map a few times so no comments just yet.
surgeon62
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Post by surgeon62 »

I like the layout a lot. I played it in vanilla Q3 and it was great. I had a few comments:

[lvlshot]http://www.budgetgraphics.com/q3maps/feedback/shot0017.jpg[/lvlshot]

[lvlshot]http://www.budgetgraphics.com/q3maps/feedback/shot0019.jpg[/lvlshot]

[lvlshot]http://www.budgetgraphics.com/q3maps/feedback/shot0018.jpg[/lvlshot]
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Oeloe
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Post by Oeloe »

@surgeon62: this is a promode map, so you're supposed to play it in CPMA and do a double jump / telejump when you go through the teleporter (unless you choose to go down after going through the tele).
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Post by surgeon62 »

@surgeon62: this is a promode map, so you're supposed to play it in CPMA and do a double jump / telejump when you go through the teleporter (unless you choose to go down after going through the tele).
My bad, I don't play CPMA a lot although I do have it installed. I'll have to try it :icon25: .
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Todtsteltzer
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Post by Todtsteltzer »

The jump is doable in vQ3 without problems. It's just a case of proper timing (jump when you leave the TP) ;).
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Post by surgeon62 »

Todtsteltzer, it works just like you said, which is great because once you are up on the platform you are headed straight for the RG.
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StormShadow
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Post by StormShadow »

Looks good.. nice and fast. Dont scale it up too pls :x Perfect size for a small 1v1.

The lowest level feels a bit uninspired, maybe you can do something with the hallway to open it up a bit, or change it around to make it more interesting.
sumatra
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Post by sumatra »

Thanks for all your thoughts, I will come up soon with a new alpha.
I won't scale it up, my first thought was that some areas seem to be overscaled (not "underscaled") and I have to kill space in the main athrium.
But I think I'll keep the size and lose the Railgun.
I'm going to change the main-teleporter destination, because now you can easily control RA and YA.
I'll keep you up to date. Thanks again.

sum

P.S. Any suggestions for theme/textureset? I'm searching for high detail textures that aren't used too often.
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Oeloe
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Post by Oeloe »

I'd keep the texturing relatively clean and not too dark. I'd prefer some 'sandy' not too dark or too saturated colours (and lights). I always liked the way the rocks looked in Half-Life. A pinkish kind of (brownish) grey. :) Since you have some constructions in there you could put some industrial textures in there but you could also choose to make them wood. Rock+industrial has been done a lot i think. Maybe a slightly more organic look would be nice (but don't cover everything in moss).
Todtsteltzer
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Post by Todtsteltzer »

sumatra wrote:...P.S. Any suggestions for theme/textureset? I'm searching for high detail textures that aren't used too often.
I really would like to see another map which uses Undule's textures.

Great examples:
Glassman's "Dead Souls"
StormShadow's "Halls Of The Damned"
sumatra
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Post by sumatra »

k, small'n'quick update.

- minor items (health,GA)
- redesigned YA-area
- got rid of RG/GL, swapped LG to past RG spot.
- added lift behind new LG spot.
- PG at YA
- mainteledestination changed to past upper GA spot.

CPMA: You have to go via U-turn out of the tele to get to RA/LG ... (I like it that way, but if many don't share my opinion I'll change this)
VQ3:You have to jump right after you left the tele to the left (45°)

- Got no right idea for the lower tier... any suggestions?

Download Alpha3

sum
I'm very interested in further suggestions/thoughts..

EDIT: Oh and thanks for the texture suggestions, will have a look if they are to my taste. Originally I wanted to make a scifi-styled map. Haven't done one for a while now :icon25:
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StormShadow
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Post by StormShadow »

lift goes up before your even on it..
the map plays great, love the u-turn jump at the tele destination
the semi-circle staircase with the GA seems like a bit of a dead area
the bottom level still seems to lack something - its just a hall with a vis blocking pillar
sumatra
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Post by sumatra »

StormShadow wrote:lift goes up before your even on it.
Fixed!
StormShadow wrote: the map plays great, love the u-turn jump at the tele destination
Glad you like it :)
StormShadow wrote: the semi-circle staircase with the GA seems like a bit of a dead area
It's more intended for a playerstart, a quick health/smallarmour pickup (on the fast way down, by dropping around the curve in CPMA) and maybe another (minor) uproute.
StormShadow wrote: the bottom level still seems to lack something - its just a hall with a vis blocking pillar
Any suggestions? I have still no idea, maybe I got some inspiration at the weekend..
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+JuggerNaut+
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Post by +JuggerNaut+ »

sumatra, how's this one coming along?
sumatra
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Post by sumatra »

+JuggerNaut+ wrote:sumatra, how's this one coming along?
Paused!
Busy with studies, Q4stuff and life...

But I'm back on track soon (I assume).
Glad someone is still interested in Q3 related stuff :p

sum
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Foo
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Post by Foo »

Had a non-promode dance around this level earlier (I play promode primarily but sturdy vq3 gameplay is at the root of every promode map).

- The LG area feels awkward. I think the MH should be underneath the floor grate next to the tele and that there should be a way off the lift that doesn't necessitate jumping (I know you want this as an audio cue and exposure, but how about putting a walkway off to the left side as you come off the lift?)

- The YA area I like. It has solid potential for fights. However for the sake of just the YA, I think the area is wasted. Switching the YA and RA around here may help.
However in this area the player coming from above has a big advantage over the player coming from below. One way to reduce this imbalance might be to add a more straightforwards jump up from the lower area to the top walkway. Perhaps a light fixture or similar here:
Image

- The curved staircase with GA is problematic because you would expect the down player to use the GA, yet it's very easy to get trapped in there as both exits are covered from the dominant players position. If you could cover the lower exit in relation to the upper walkway, or alternatively provide a third route out of the staircase (drop to the lower tele area?) this might alleviate the obvious imbalance here.

- The 2 RLs seem too close together. Unfortunately a better placement isn't appearing for me :)

- Feels too cramped in the MH basement area around the GA. The pillar makes sense but a little more distance between that and the GA back wall would help.

- The 45degree edges on everything result in some irritating slides off surfaces for no good reason.

- The top teleporter exit should be connected in some way rather than ending in a ledge and throwing you to the floor. the idea of using pm physics to bounce out around a corner is great, but that's not incompatable with also having a graceful exit for regular movement.
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wviperw
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Post by wviperw »

Download doesn't seem to be working for me.
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Scourge
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Post by Scourge »

wviperw wrote:Download doesn't seem to be working for me.
Here's you a mirror
Oeloe
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Post by Oeloe »

Foo wrote:- The top teleporter exit should be connected in some way rather than ending in a ledge and throwing you to the floor. the idea of using pm physics to bounce out around a corner is great, but that's not incompatable with also having a graceful exit for regular movement.
You can. Just hold back a little and jump early.
sumatra
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Post by sumatra »

Keep your Feedback coming, I'll keep everything in mind while heading away to a new Alpha.

Thanks so far, very proper thoughts there Foo!
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Foo
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Post by Foo »

I'll wait for your new alpha. I'm fortunate at the moment because I've managed to get 2 people who live nearby into Q3 and promode, so I've got a nice testbed for new levels :)
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sumatra
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Post by sumatra »

Foo wrote:I'll wait for your new alpha. I'm fortunate at the moment because I've managed to get 2 people who live nearby into Q3 and promode, so I've got a nice testbed for new levels :)
:icon14:


:icon31:
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sumatra
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Post by sumatra »

As I am in the right mood atm, I think I'll do some work on this one the next few days...

Alpha5

small update:

- item changes (YA/RL)
- adding a tele (making 2way)
- adding small wall at YA to jump up
- minor fixes

I'm very interested in your future thoughts about the layout itself and the items.
Would also appreciate some recorded demos, although I havent' upped it to any public server.

Thanks in advance

P.S. wviperw, you haven't expressed any ideas or impressions yet :p
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