Hi there,
I am currently working on a 4-map package for CTF, and was hoping to get some feedback. This is the map that is "closest" to being complete.
This level is intended to be the third part in a series created by Brian Wight and David 'Zoid' Kirsch. Brian Wight created The Forgotten Mines for the original QWCTF mod. Zoid continued the "mined ore" theme with The Smelter. I decided to incorporate sections of both those maps, which I love immensely, with my own ideas for The Refinery.
It's an industrial warehouse themed map, with a simple layout that is tight and metalic, as you would expect such a place to be. I've always been a fan of the tight claustrophobic maps of the original quake and that influence is probably apparent.
Map Name: The Refinery
Gametype: CTF
Size: Small to Medium (8-10 players)
Screenshots are here:
http://www.clarksvegas.com/ryan/refinery/refinery1.jpg
http://www.clarksvegas.com/ryan/refinery/refinery2.jpg
http://www.clarksvegas.com/ryan/refinery/refinery3.jpg
http://www.clarksvegas.com/ryan/refinery/refinery4.jpg
http://www.clarksvegas.com/ryan/refinery/refinery5.jpg
And the map is here:
http://www.clarksvegas.com/ryan/refinery/ts_ctf3.pk4
*Note: The map assumes you have the most recent map pack from Raven (pak013.pk4) installed, as it takes advantage of colored jump pads.
While although entirely playable, (even for match, imo) this map is not in a final form. Textures are mostly done, but not entirely done. There are errors and problems. For instance, the scripting on the central 'hindged' doors is not written 100% correctly and has a few bugs. I even messed up the loading gui. But still feel free to tell me bugs you might encounter.
Currently framerate is kind of poor. There are at least 3 spots in the bases where FPS dip and I would like to increase performance if there are other mappers out there could offer some advice.
I would probably not be keen on restructuring anything major, as i am currently fond of the layout, but I am quite certain my light efficency is "subpar" at best.
I would like to know how the map "plays" tho. If there are people intrested in giving it a spin, I would like to run around on it sometime; perhaps tomorrow night?
As always, complaints, suggestions and critique are all welcome. My only request is that "it's too cramped" be saved until after it is played for an entire populated match, because being "cramped" is kind of the point of the map.
Thanks for having a look if you have the time to do such a thing.
Q4ctf map - The Refinery - Beta
Hey, good work so far. I know its supposed to be cramped, but some areas could definitely be a little more open while still retaining that claustrophobic feeling. Mainly the entrances that lead to the main room, and the lg area. The area before the flag room where the MH sits seems a bit too cramped also. It seems like it needs to be a little higher up.
You probably already know that the spinning thing in the main area doesn't kill you. It's actually kind of cool, because you could get a hefty speed boost if you hit it right. I'm not sure if that kind of thing is right for this map though.
Those big doors that open near the railgun could open a little faster. They also close on you after a few seconds, but im not sure if that was on purpose to help throw off campers. One of those bugs you mentioned?
The little step near the flag trips up strafe jumping.
Something tells me the powerup shouldn't be so close to an armor. It might be cool to stick the armor where the lg is, since the lg isnt really all that useful in a tight map like this anyway.
I think I would replace the quads with regens. Maybe just stick an armor in there if you go with the previous idea that I mentioned.
It could also be kind of fun if you put a little slit in those windows that face the flag room so that you can shoot through them. I was running around and could imagine being railed through one of those things.
You probably already know that the spinning thing in the main area doesn't kill you. It's actually kind of cool, because you could get a hefty speed boost if you hit it right. I'm not sure if that kind of thing is right for this map though.
Those big doors that open near the railgun could open a little faster. They also close on you after a few seconds, but im not sure if that was on purpose to help throw off campers. One of those bugs you mentioned?
The little step near the flag trips up strafe jumping.
Something tells me the powerup shouldn't be so close to an armor. It might be cool to stick the armor where the lg is, since the lg isnt really all that useful in a tight map like this anyway.
I think I would replace the quads with regens. Maybe just stick an armor in there if you go with the previous idea that I mentioned.
It could also be kind of fun if you put a little slit in those windows that face the flag room so that you can shoot through them. I was running around and could imagine being railed through one of those things.