ODQ4CTF1 looking for ideas on item layout

o'dium
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ODQ4CTF1 looking for ideas on item layout

Post by o'dium »

Started this map an hour or so ago. ATM its just one base with no central area (not done yet), so the teleporters all take you back to the base.

Its just one base, the marine base, and I'm looking for ideas on layout and weapon placement, stuff like that.

This isn't supposed to be huge. Your gonna have your bases, your central place, and thats all. I'm very much going for the simple style used in maps like Vortex portal. You know, those VERY quick flag runs.

Anyways, its just half a base. Give me suggestions on weapon/item/powerup layout yeah?

http://www.quake2evolved.com/files/odq4ctf1_beta1.zip

Remember, I've only been working on this for an hour or so, so it wont be perfect, or probably even very good :D
o'dium
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Post by o'dium »

BUT, at least the FPS are locked at 6X, and its bright, cuntles. :P
o'dium
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Post by o'dium »

What, no replies? I can post screenshots if needed. I'm nearly done with the middle section, so if nobody gives me any suggestions i'll just add stuff wherever i feel is right.
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Post by Guest »

EDIT: No trolling please
- Foo
o'dium
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Post by o'dium »

ctrlnuke wrote:EDIT: No trolling please
- Foo
EDIT: No flaming please
- Foo
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Foo
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Post by Foo »

o'dium wrote:What, no replies? I can post screenshots if needed. I'm nearly done with the middle section, so if nobody gives me any suggestions i'll just add stuff wherever i feel is right.
Sorry dude, have been meaning to check it out all day.

I think the feedback will pick up once server autodownload is fixed. There will be more scope for games on custom content by then.

*loads*
"Maybe you have some bird ideas. Maybe that’s the best you can do."
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kretz
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Post by kretz »

post some screen shots please
Kiltron
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Post by Kiltron »

Weapon Placement In Team Bases:

1) Lowest level = Rocket Launcher at SMC logo.
2) Next level up = Shotguns at the angled corners by the Armor jumppads.
3) Highest level = Railgun at center of arrow logo.

Why?

1) Most combat on space multi-tier spacemaps take place on lowest level.
2) Placement of Shotguns there will give that Q3DM17 feeling in that section where the shotguns are in the corner and you jump across the gap grabbing the Armor.
3) Railgun placement is best placed at distances in spacemaps so players have view of all/most combat going on.

There can be more, these are just key spots I saw right away.
Game development is the art of illusion, not perfection! - Thearrel 'Kiltron' McKinney
o'dium
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Post by o'dium »

Didn't see that last post, so i just placed anywhere ATM. I'll look into it. Everything placement wise is still up for discussion, I just wanted some weapons in the map.

Try out jumps, gaps, clipping (steps) and if you can suggest a few more spots for items, as there are none atm, that would be great guys. Hyper Blaster is located on the central section between the two bases, so it is there. Still only the marine base. If you spawn as a strogg you just die, so dont try it :p

http://www.quake2evolved.com/files/odq4ctf1_beta2.zip

Levelshot as a quick pic:

Image
neh
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Post by neh »

looks nice - will give it a whirl this evening
Grandpa Stu
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Post by Grandpa Stu »

looks like a merge between q3ctf4 and mpteam8 (that was vortex right?)
Fender
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Post by Fender »

vortex was 6
Grandpa Stu
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Post by Grandpa Stu »

ah yes, 8 was assasins roost no? tis a shame that never made it as a played map.
o'dium
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Post by o'dium »

Eh, I did some cool vortex portal style portals. My only problem is finding a cool sound for it.
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MKJ
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Post by MKJ »

vortex portal tele's were the shit. that shouldve been in all but a few maps IMO :icon14:

for some free sounds try wavcentral.com. most of it is crap but there are some gems to be found there. and you can always edit them in soundforge or summat to make it more like you want them to be
[url=http://profile.mygamercard.net/Emka+Jee][img]http://card.mygamercard.net/sig/Emka+Jee.jpg[/img][/url]
o'dium
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Post by o'dium »

Well, I even have it so that your FOV changes really high, like before.

Problem is now, tele sounds. Because of the way the teleporters work for this kind of effect, i need to add a trigger sound that plays every time somebody passes through the trigger brush, but for some reason, Q4/D3 wont let me do it right, it keeps looping like 1 second after it starts, and wont play the sound right...?

Once I get this i'll post a new beta with the portals in for you all to check out.
o'dium
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Post by o'dium »

Oh for fucks sake...

The sound just doesn't play in SP, but it plays in MP. Thats why it wasn't working... What a fucking dumb ass i am...
o'dium
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Post by o'dium »

Ok guys, this one is the next test. The base is the same, so is the middle bit, i haven't touched it. I've been working on a vortex portal style effect that the teleporters will use. Now to see it in action, use the bottom central jump pad, this will take you to the middle section (25% done if that so ignore this place). Unfortunatly, once your there you will have to kill yourself to get back :p

Also, remember that you should only spawn as a marine ;)

Thanks guys.

http://www.quake2evolved.com/files/odq4ctf1_beta3.zip

So feedback once again on item placement, and on the portal, thanks.
o'dium
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Post by o'dium »

BOLLOCKS.

Whoever said that save bug was fixed LIED. Because its an old version of the tele...

Give me 5mins, sorry... Damn fucking buggy piece of shit...

ALL I WANT IT TO DO IS SAVE...

////////////////////////////////////////////////////////////////////////////////////

Ok, sorry about that... The links back up. The damn editor is so fucking buggy... Links back up now. If you dont have the correct spelling of "heroes" in the map name, then sorry but you have the old file :( Damn this editor.
Last edited by o'dium on Thu Nov 17, 2005 12:34 pm, edited 2 times in total.
neh
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Post by neh »

i'm being extremely gay here - but its not showing up in the maps list - whats the console cmd to load this up?

fuck me - what a twat - changed the game type and magically of course it shows up ..


checking it out now
Fjoggs
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Post by Fjoggs »

si_map "mapname"
spawnserver
o'dium
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Post by o'dium »

neh wrote:i'm being extremely gay here - but its not showing up in the maps list - whats the console cmd to load this up?

fuck me - what a twat - changed the game type and magically of course it shows up ..


checking it out now
Its a CTF map sir.
neh
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Post by neh »

hmm .. it looks really nice - reminds me quite a lot of vortex in TA definitely.

some feedback on placement

I would figure the flag on the top level tbh - where it is now makes it pretty easy to defend i reckon (thinking on rail rocket on top level pretty much makes capture and more than a single step before being fragged impossible.

red armour doesn't seem to follow with any logical capture, evade flow to me - dunno - would make more sense on the lowest level if there was also a exit to the rear of the base section

you said yourself that weapon placement was pretty much just to have some weapons there - I don't have useful feedback on that tbh - other than the two rockets and also the rail up top dont feel right - but then maybe thats just as I'm comparing it to vortex - in that though a rail ledge to the rear (behind the vertical "claw" geometry would make for some great hide and seek rail battles with some one who'd taken control of the rail ledge / etc .. just an idea

but yeah - great start and am looking forward to more progress
o'dium
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Post by o'dium »

Well, I placed the flag on that level because it seems waaaay to easy to grab it else. You can fly into the base from the central tele (which spawns you above the lowest jump pad), crouch slide/strafe jump to the back jumppad, follow that around to the top, grab the flag on the bounce and jump straight down to the bottom jump pad, and out the tele, making it easy as hell, hitting the floor twice or something. Keeping it on the platform, it at least forces you to do a bit more jumping.

I was thinking about that very back jump pad, too. What about if i removed that one that takes you up to the top, and replaced it with a railgun style platform like in vortex? That may work.
o'dium
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Post by o'dium »

Heres a quick WIP shot of the middle area, very blank ATM with no detail or structure but hey.

[lvlshot]http://www.quake2evolved.com/odium/odq4ctf1_beta_middle.jpg[/lvlshot]

edit: lvlshot
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