corsair wrote:From what I've read here in a quicky the two yellows may be too close together, which is nonsense I think, its morely a very good decision cause one wouldn't think of it that easy, for they're indeed very close to eachother :]
In general things that don't fit the first time at times may turn out to be quite interesting. It took me many hours to somewhat understand Q4DM1, same with Q3DM17 (instagib only that is), or Q3DM7.
With the suggestions to make the central area less large... I might build a 4th ring in patches, just to see what that leads to.
I suggest leaving every item as it is, until you've played several tense 1v1 games online.
My problem is I *hate* 1on1

... one guy - usually not me for sure - knows the map ad nauseum, and the other player is made his bitch. Since my maps never made it into any competitive mods, one can just as well make them fun. Good point to take it slow.
- The jumppad in the mid that launches to yellow and quad (i didnt look at the shot very well apparently, for I didnt see the hovering items) ; I expected the 'sadistic' part of the stairway to the items to be the only one, instead of an additional incredible risky towards a mere yellow armor (and quad, but that wont be there in 1v1 I take)
Hehe... it actually takes skill to get to the "sculptures top"... well... from the bottom of the arena. I am not much of a strafe jumper but from the GL area and the RG you can actually reach the top level. I'd like something like that to stay in the center of the map, 2-3 ways to get at something special in the maps center, maybe the RA or simply as you suggest further down a YA. Though I still like the Quad.
If I am not mistaken the items can be changed for FFA vs. Tourney, right? Never did that. So the FFA e.g. could keep the Quad, whereas Tourney would loose it.
- You've got two vertical jumppads in the outer rims of your map, which quite suprised me. I think you should consider adjusting them so that one is launched diagonaly, somewhere in between what launchpads and jumppads do, so to keep the speed in the game, and give the player better sight at where he is heading too.
Ahh... right... the JP to the MH will go up less, in the next version. Will keep you comment in mind.
In Q4 I'd use ramps (and Ramp Jumps)... alas in Q3A my crummy strafe jumping always slows be down on ramps.
first; get rid of the middle jumppad, put the yellow on top of it, instead of in mid air
Had the Quad there for a compile, the bots loved that
second, (depending on whether armorshard/smallhealth respawn is the same as that of the YA); add shards/smallhealth on the way to the top, so that a non-timing player can still jump towards taking the first step to the top, when he sees a shard spawning.
Woha... wild

... Would one not see the YA from most of the map? But interesting idea, never thought of using shards/small healths as "timers". Presently I like the 50 health (much like in q4dm1) because if you need health it's an useful amount. That was the reason I don't use 25 health. The small healths are more like acustic pointers, that could be more important for 1on1 though.
third; replace the other YA with the quad. This is something personal, I myself am not too big a fan of centralised quad locations, for they bring in the item into battle too easily. The edge where the YA resides, could be a good alternative quad location, although I could be terribly wrong. thats for FFA, for 1v1cpma you could add the green armor there, for vq3-1v1 you might wanna add another weapon and/or a +50hp. (just writing meh thoughts here, hope you dont mind : p)
Ahh... interesting... I usually fall for things done often, like central Quad. I noted when playing, that it is actually almost a "skill" to get the YA next (lower down) to the RG. I tend to fall right past that ledge. The bots on the other hand love the ledge. I like the idea of placing the Quad there. Noted.
fourth; nah, Ill leave it with these three, they're probably all bollox anyway. I'm going to stick with my suggestion - keep it as it is, its good fun

Hehe... I am still thinking of changing the design of the central area. We'll see how that goes in the next version. Since I am in mapping mode, there will probably me a new version out tomorrow evening
oh, and about that layout of mine, It never made it into a map, I do have it as a caulk hull though. It was destined to be a q3 map, just before the release of quake4, I was busy at the time, and then, bang, the q4 release. I immediately started mapping for it, and now still, I'm working on the very same map that I started back then. (its nearing completion though, perhaps a beta in a few weeks, possibly a month)
Aha... pity

... had almost hoped it had not been done. Would have been a fun project to place the sketch into the editor as background image (IIRC GTKradiant 1.4 let you do that), trace the sketch and build a "quick" map. Quite a large FFA map, 7 bots would have a hard time seeing each other if I read the sketch correctly.
(if yer interested, and havent seen it yet, there's a few screenies of it in the screenies thread ;
Very beautiful lighting. All those textures come as a bit of a shock though, for simple "all in grays" me 8-)
Ironic that all the mapping ideas, I'd prefer to do in Q3A, mainly because of the bots and the fun playing against them.