[Q4 beta #2] New Memories (q4req1)

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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req
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Joined: Mon Oct 17, 2005 3:31 pm

[Q4 beta #2] New Memories (q4req1)

Post by req »

Howdy folks!

I've finally made my very first Q4 map. This is the 1st beta and I will be grateful for any comments, especially about ITEMPLACEMENT (edit: teleporter destinations? spawns?)

The map looks like Q2 style a bit. I wanted to do something in orange/rusted colors.

I'm not going to change map architecture. I know I must to do this few things:
- itemplacement (?)
- portals [yes, I know, fps suck at this moment]
- lightning
- details/fx/and other things i've forgot.

Some screens:

Image

Image

BETA #2:

Image

Changelog:
- all portals are done and work well
- improved lightning
- fx'es, flares, some changes in layout and stuff...

> DOWNLOAD beta 2

Enjoy! :D (...and gimme sugestions:D)
Last edited by req on Tue Jan 10, 2006 4:31 am, edited 2 times in total.
https://letsgoretro.pl/
primaltheory
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Post by primaltheory »

Wow this looks great! I haven't had a chance to play through it yet though, just look at it in editor...

Have you made maps before?
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]
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req
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Post by req »

Thanks:) Yes, I've made few maps (check out "maps" section on my website), but dont expect anything special :]
https://letsgoretro.pl/
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req
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Post by req »

I really need more opinions, come on guys!
https://letsgoretro.pl/
Johnny Law
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Post by Johnny Law »

I like the texture/lighting "palette" you're working with; it fits well together, and the orangeish light splashes look good and give the map a bit of identity.

The teleporters are also quite neat... better than using the default model.

Brushwork proportions also seem OK.

I think the layout needs rework though. This is a collection of intersecting hallways. There's a few things wrong with that sort of map IMO, most notably:

- makes the map more difficult to learn
- means that the map won't have memorable signature areas
- most combats will be at close range, and most of those will involve players at around the same vertical level, with no interesting architecture involved in the combat other than a 90-degree hall corner or two.

So I would recommend going back to the drawing board a bit and figuring out how to work some open multilevel spaces into the layout -- as organically as possible, because "rooms connected by halls" is not a big step up from "halls".


One last note, about the rampjump doodads. They stick out a little too much, sort of like artificial "RAMPJUMP ON ME" signs. My preference is to have trickjump-supporting architecture try to "look natural", both to help the look of the map and also to make it a little more fun for the player to find and use those spots. A more integrated texturing of the doodads would help. I would also recommend making them into a reoccurring design pattern; for example, if there's going to be one at the right-hand side of the top of a jumppad tube, put one on the other side as well, even if the one on the other side won't be useful for rampjumping to neat places (and perhaps put them at the top of all jumppad tubes rather than just the one). Hmm, also: the rampjump to the MH was fine, but the other rampjump was too hard and doesn't seem to go anywhere particularly interesting.


So there ya go. I won't get into entity placement comments yet since I'm not convinced about the layout. If you're determined to stick with this layout I may take another look later. :)
Johnny Law
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Post by Johnny Law »

Oh also: you should include the aas32 file in your pk4, and botclip the map, for the benefit of people using a third-party MP bot to play the map.
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req
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Post by req »

I've just upload beta 2 (with aas:)

Johnny Law: i'm sorry, but at this time i cant make any changes in layout. Thanks for the ramp suggestion, i'll consider that.

Beta #2 has all portals and also improved lightning, so now testing should be nice :)
https://letsgoretro.pl/
GODLIKE
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Joined: Tue Nov 30, 1999 8:00 am

Post by GODLIKE »

EDIT: I have to retract my earlier post. I ran through the second beta again, and played it vs a buddy? The gameplay was anything but newb.. There's enough width and height to all those corridors that it doesn't really play like a corridor map.. at all.

It looks good, it feels good.. Just a couple of things:

The stairs are neatly trimmed out, but the floors aren't? Could be just me, but it looks unfinished..

The teleports are almost-but-not-quite two way.. I found myself weirded out by the angle at which I emerged from them.. especially when you're almost flying off the gap on the second one.

Overall? I'm digging it.
Last edited by GODLIKE on Tue Jan 10, 2006 9:43 pm, edited 1 time in total.
Oeloe
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Post by Oeloe »

N1 requiem. :) I found one little error at RA, when you look at the little slope there's a black 'cut' in the floor.

Is it possible to get to MH when going through the high teleporter, and then strafejump to it? I think not; the only way i can do it is by strafejumping out of the tele and then use HB on the right wall at exactly the right time.

I like the textures, although it is a little repetitive (the small dark orange panels are everywhere). It's not disturbing though. Nice work.

Btw FPS is very reasonable even without optimized portals. 60-50 with my Radeon 9800 Pro.
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