q4map - storm4dm2 Hell Hole beta

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StormShadow
Posts: 557
Joined: Wed Feb 16, 2005 8:10 pm

q4map - storm4dm2 Hell Hole beta

Post by StormShadow »

storm4dm2 - Hell Hole

This map is being designed for the fragarcade.com mapping competition.

Image

Image

This looks similar to my previous map - I used the same texture set and brushwork techniques - but I assure you its 100% original :)

DL here:
DOWNLOAD

Couple lighting bugs in the main arena. Also, grens go backwards upon exiting the tp - this is a id/raven issue however.

Gameplay feedback would be awesome, but all feedback is welcome :)

'to do' list:

-Lower ambient lighting, to create more contrast/less 'washed-out' feel
-Fix some texturing issues in the main arena
-Possibly expand the RA area
-Possibly expand the YA room
-Possibly replace stairs beneath PG with jpad or tp
-Possibly expand the lava in main atrium to make it more of a hazard

Any other suggestions are much appreciated.
Fjoggs
Posts: 2555
Joined: Fri May 03, 2002 7:00 am

Post by Fjoggs »

Uh, what happened in here?
I'll download the map Justin, altough I'm not too fan of Q4 just yet. ;)
StormShadow
Posts: 557
Joined: Wed Feb 16, 2005 8:10 pm

Post by StormShadow »

Fjoggs wrote:Uh, what happened in here?
I'll download the map Justin, altough I'm not too fan of Q4 just yet. ;)
Me either, but a 1000 bucks is 1000 bucks :)
Jenny wrote:I said the map would benefit from more unique graphics, since many Q4 maps now look very similar.
Well, there really arent that many options in terms of textures.. a lot of maps will look the same untill the community starts cranking out new texture sets. But making textures is a huge hassle in q4 (since you need to make 4 textures for every 1), and there dont seem to be too many people willing to do this. And on top of that, the quake community just isnt very into the game.
Fjoggs
Posts: 2555
Joined: Fri May 03, 2002 7:00 am

Post by Fjoggs »

1000bucks? Holy sheit.

*fires up radiant*
StormShadow
Posts: 557
Joined: Wed Feb 16, 2005 8:10 pm

Post by StormShadow »

Think your too late for this contest... but there have already been 2 huge mapping contests for q4 with pretty sweet payoffs, hopefully there will be more :)
Jenny
Posts: 144
Joined: Mon Oct 17, 2005 7:08 pm

Post by Jenny »

no.
StormShadow
Posts: 557
Joined: Wed Feb 16, 2005 8:10 pm

Post by StormShadow »

No one likes to hear negative things about their work, but it really does improve the final product. The maps of mine that have had the most success were the ones that were picked apart the most by the community. I do enjoy the 'nice map, looking forward to the final' posts, but they dont really do me much good in terms of improvements. Thats not to say that ppl should be unduly harsh, just be honest :)
xfoo
Posts: 39
Joined: Mon Feb 14, 2005 5:52 am

Post by xfoo »

Looks good. If you can find me on etg #defiance I'll try to get some testing games in with you.

I am a bit concerned with the runability / circle that players can do. RA -> upper path over boxes -> YA -> LG -> Mega -> RL / shards -> RA

But whether or not that path is an issue needs playtesting.

edit - I would be very surprised if fragarcade wouldn't let Fjoggs submit a map when only the beta cutoff has passed, not the actual submission.
GODLIKE
Posts: 387
Joined: Tue Nov 30, 1999 8:00 am

Post by GODLIKE »

Feedback: It's getting to a point where we're all pretty much desperate for some easy to use custom texture sets, I think.. and that said, I'm kind of tired of some of the textures used here (Both as a mapper AND as a player).. So I'll try to keep the criticism to more fixable things, at this point.

The stairs in the MH room that go ALMOST to the ledge with the rail gun? Kinda a wdf moment, for me.

Use nodrop on the weapons.. I did this too, but it looks weird.

Use the mp version of any items.. you have SP batteries, in there.

I wonder if the rail gun (placed above a large snipe-happy area) is a good idea? The spot is camper-friendly; it can really only be approached from one side without trick jumping.. I think the risk-factor for getting the MH is already high enough, without making a sniper-heaven above it.

.. my 2c.
Jenny
Posts: 144
Joined: Mon Oct 17, 2005 7:08 pm

Post by Jenny »

I'm an idiot.
KungFuSquirrel
Posts: 56
Joined: Mon Nov 07, 2005 2:12 pm

Post by KungFuSquirrel »

GODLIKE wrote:Use the mp version of any items.. you have SP batteries, in there.
Did you devmap? You should never have to place any pickup entities specifically for MP; they switch automatically (the _mp items left in the editor menus don't really do anything).

err, wait, could be the moveable pickups? In that case, yes, switch to the normal ones and then it'll work.
StormShadow
Posts: 557
Joined: Wed Feb 16, 2005 8:10 pm

Post by StormShadow »

xfoo wrote:Looks good. If you can find me on etg #defiance I'll try to get some testing games in with you.
I might just take you up on that :) Im idling in there atm.
xfoo wrote:I am a bit concerned with the runability / circle that players can do. RA -> upper path over boxes -> YA -> LG -> Mega -> RL / shards -> RA

But whether or not that path is an issue needs playtesting.
I think the timing on the MEGA would throw that route off.. but yes, I would like to test as well.
xfoo wrote:edit - I would be very surprised if fragarcade wouldn't let Fjoggs submit a map when only the beta cutoff has passed, not the actual submission.
I certainly hope they wouldnt let him..theres enuf competition already :D (joking btw)
GODLIKE wrote:The stairs in the MH room that go ALMOST to the ledge with the rail gun? Kinda a wdf moment, for me.
Yeah it looks a little odd.. maybe I can put a health or item up there so it looks less out of place. Or find a more realistic looking alternative - like some pipes. I want the only access to that level to be a trick ramp jump however, as I want the rail to be a challenge to snag.
GODLIKE wrote:Use nodrop on the weapons.. I did this too, but it looks weird.

Use the mp version of any items.. you have SP batteries, in there.
OK :)
GODLIKE wrote:I wonder if the rail gun (placed above a large snipe-happy area) is a good idea? The spot is camper-friendly; it can really only be approached from one side without trick jumping.. I think the risk-factor for getting the MH is already high enough, without making a sniper-heaven above it.
Ive debated this as well...

Only playtesting will tell.. Im hoping that the pillars and low ceilings will provide enough splash damage potential to keep a player from camping too much. Also, that ledge is a) not too easy to get to (relatively speaking) and b) is only advantageous in terms of its location via the MEGA. You can run both armors and not even enter that room.
Geit
Posts: 73
Joined: Fri Nov 10, 2000 8:00 am

Post by Geit »

Looks promising! I'll give it a go tomorrow.
[b]My Latest Map[/b]
[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]
GODLIKE
Posts: 387
Joined: Tue Nov 30, 1999 8:00 am

Post by GODLIKE »

StormShadow wrote: Only playtesting will tell.. Im hoping that the pillars and low ceilings will provide enough splash damage potential to keep a player from camping too much. Also, that ledge is a) not too easy to get to (relatively speaking) and b) is only advantageous in terms of its location via the MEGA. You can run both armors and not even enter that room.
True, but I was actually thinking of the rail-spot.. somebody could defend that location for a while, if they have decent rail aim.. The hallway leading to the RG (not the ramp jump) is narrow enough to make a nice shooting gallery.. Anyway... playtest?
Geit
Posts: 73
Joined: Fri Nov 10, 2000 8:00 am

Post by Geit »

I like it.
I wasn't able to really playtest it with anyone though and I also noticed there's no aas so only a couple of comments from running around:

- The Upper RL is on the floor, you should raise it at least 16 units.
- There's some Z-fighting near the teleporter (the ceiling)
- The entire map looks pretty much the same, players should be able to distinguish rooms from eachother in the blink of an eye.
[b]My Latest Map[/b]
[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]
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