Room Layout?
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- Posts: 623
- Joined: Wed Dec 28, 2005 4:31 am
Room Layout?
Hey, How does this room look in terms of layout?
[lvlshot]http://hexagram.usfirst818.org/layou.JPG[/lvlshot]
//Edit: lvlshot those big suckers from now on please. Better yet, resize them in Photoshop - no need for such large screenshots of a basic layout image.
[lvlshot]http://hexagram.usfirst818.org/layou.JPG[/lvlshot]
//Edit: lvlshot those big suckers from now on please. Better yet, resize them in Photoshop - no need for such large screenshots of a basic layout image.
Why not?
[i]Jenny: lol, i'm not changing the whole harddrive directory structure for a mod. Do it proper like other mods please.[/i]
[i]Jenny: lol, i'm not changing the whole harddrive directory structure for a mod. Do it proper like other mods please.[/i]
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- Posts: 623
- Joined: Wed Dec 28, 2005 4:31 am
Uh... how big is the room, can you maybe place a character or something inside so that one can compare to something.
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
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
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- Posts: 623
- Joined: Wed Dec 28, 2005 4:31 am
Probably someone with a better game play experience should answer, but it could probably work out good, depends on how you place your items, and the rooms around.
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
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
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- Posts: 623
- Joined: Wed Dec 28, 2005 4:31 am
Yea I don't think there will be a weapon RIGHT there, but there is a (i divided it into 3, its more like 7)-box wide hall (the big grid on setting 4 I don't know the size), and if these are the 3 boxes (wide)
| | | |
the first and the last go up, the middle one goes down, and in the middle I think i'll have either the nailgun or the hyperblaster
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the first and the last go up, the middle one goes down, and in the middle I think i'll have either the nailgun or the hyperblaster
Why not?
[i]Jenny: lol, i'm not changing the whole harddrive directory structure for a mod. Do it proper like other mods please.[/i]
[i]Jenny: lol, i'm not changing the whole harddrive directory structure for a mod. Do it proper like other mods please.[/i]
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- Posts: 623
- Joined: Wed Dec 28, 2005 4:31 am
Hard to tell without seeing the entire connectivity.
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[url=http://goat.gamepoint.net/maps.php?id=63]Clean and Simple (Geit4dm1 [TDM])[/url]
[b]My Maps[/b]
[url=http://goat.gamepoint.net/]The Goat[/url]
[b]Articles[/b]
[url=http://goat.gamepoint.net/articles.php?id=7]How to make a successful TDM map[/url]
[url=http://goat.gamepoint.net/articles.php?id=8]Curved stair tutorial[/url]
Maybe you should finish the entire layout before posting any screenshots, etc. Hard to give an opinion when we really don't have anything to look at.
Finish your entire layout until it is actually playable, with weapons, spawnpoints, etc. Then post a map file and any extra assets.
Finish your entire layout until it is actually playable, with weapons, spawnpoints, etc. Then post a map file and any extra assets.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
:icon14: Start with pencil and paper and make a (rough) design of the layout first, including major items and powerups. If you want your map to be playable and not just a showpiece, you need to determine how players will have to run around the map before you start building.obsidian wrote:Finish your entire layout until it is actually playable, with weapons, spawnpoints, etc. Then post a map file and any extra assets.
The competitive design guide should be a good read: (also links to other articles) http://www.promode.org/maps/guide/
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Ah Ok, Yeah I don't really know what to do for cover there, other then leaving the room or pillars...
I like to work on my rooms in groups of three, seems to work better for me (lol rhymes)
It is rather fun to run around in though, I finished some of the neighboring rooms and this one actually feels like a quake map, lots of ups and downs and rampjumps, and some good looking stairs too, and some curvy stairs and oh wow it's just so neat, I'll try and get the entire thing layed-out so you guys can give a better opinion, sorry for rushing I just needed something to work off of.
I like to work on my rooms in groups of three, seems to work better for me (lol rhymes)
It is rather fun to run around in though, I finished some of the neighboring rooms and this one actually feels like a quake map, lots of ups and downs and rampjumps, and some good looking stairs too, and some curvy stairs and oh wow it's just so neat, I'll try and get the entire thing layed-out so you guys can give a better opinion, sorry for rushing I just needed something to work off of.
Why not?
[i]Jenny: lol, i'm not changing the whole harddrive directory structure for a mod. Do it proper like other mods please.[/i]
[i]Jenny: lol, i'm not changing the whole harddrive directory structure for a mod. Do it proper like other mods please.[/i]