[Final] - Q3 - Steep Learning Curve - (Tourney/DM)

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
foralarx2k3
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[Final] - Q3 - Steep Learning Curve - (Tourney/DM)

Post by foralarx2k3 »

As this started of as a "learn how to map project", thought I'd wrap this one up and leave it be. So here it is folks, enjoy:-

Download Here

New Screenies (clickie on those images for larger versions):-

Image

Image

Image

Image

Enjoy and have fun...

Regards

Fora.... the newb mapper in town.
Last edited by foralarx2k3 on Thu Oct 19, 2006 1:04 am, edited 12 times in total.
axbaby
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Post by axbaby »

looks like you have the basics down :thumbs up:

keep playing with the map ,add everything you dare try and then scrap it.

make us proud
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Anwulf
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Post by Anwulf »

From a brief walkthrough, I note the tp texture is missing. I'll let you away with the misaligned door texture. :)

I'd say you need more map. There's not enough here to hold anyone's interest for long. Wouldn't hurt to add a vertical element to the map. There are also places where the connectivity is a little wanting. The JPs slow things down, while jumping from one block to another to get to one of the walkways is a finnicky nuisance. The bots, of course, don't do that sort of thing.

At the moment, this is a tourney-sized map. I wouldn't play DM against more than two bots. You need to add a proper fraglimit or a timelimit to your .arena file.

Overall, this map is at such an early stage of its development that it's really impossible to say anything about it which isn't likely to be invalidated by the time it gets to a truly beta stage. For example, the lighting just beyond the RG is horrible, but unlikely to survive and isn't worth mentioning.

More work needed.
foralarx2k3
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Post by foralarx2k3 »

Axbaby,

Thanks for the words of encouragement, I'm pretty much a try it and see if it works kinda guy. I def. plan to spend a fair bit more time on this. I already have a million and one questions but hell I'm still rtfm'ing at the moment, so when I have more specific questions I'll start asking.

Anwulf,

Thankyou for even taking the time to download and walk through it.

re: missing tex. ... total newb error on my part .... I realise I must create a clean quake 3 folder for test purposes on release versions, so thanks for the around-about prompt :p

Also thanks for the few pointers and suggestions I'll bear those in mind.... you're right on the ligthing ... at the moment .. it's all just place holders so you can see the map ... so as you said that will definately change.


All,

The idea of creating this was to

a) see if I could even actually do it and
b) have a map of my own I could play with some work colleges when we have the lan session....

with the exception of one mate .. the rest don't play that often so they are well impressed with what I've already done.

Edit: I've added the missing texture to the test1 pk3.

Fora.
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Foo
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Post by Foo »

Technically the map looks fine.

On the gameplay side, consider making the 2 teleporters link directly to each other rather than having one link to a completely different part of the map.

Second, to add more interesting interaction between the rooms, consider moving the room shown in the screenshot with the mirror backwards a bit and extend it out so there's a balcony above the staircase I'm stood at the top of.
Image
"Maybe you have some bird ideas. Maybe that’s the best you can do."
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foralarx2k3
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Post by foralarx2k3 »

Foo wrote:Technically the map looks fine.

On the gameplay side, consider making the 2 teleporters link directly to each other rather than having one link to a completely different part of the map.

Second, to add more interesting interaction between the rooms, consider moving the room shown in the screenshot with the mirror backwards a bit and extend it out so there's a balcony above the staircase I'm stood at the top of.
Hey Foo,

Thanks for taking the time to have a look.

re: Teleporters... I've been toying with the idea of doing that and adding another two .. one with an exit into the sg at the current exit .... possibly putting the fourth one in an alcove at the bottom of the RG stairs.

re: balcony ... nice suggestion .. gonna have a tinker with that one .. see what I come up with.

Other things I'm thinking of tinkering with currently ...

1) Might add another room / space next to the RG and SG rooms .. haven't decided on this yet.

2) Have worked out how to use target_speaker to add me sounds .. (why the hell is the sound\world\lava.wav so loud ... did me noodle in .... went for the amb_01 one instead).

3) Need to work out how to get water footstep noises. (Currently working on that one).

4) Considering losing the doors.

5) Stair sidings in RG room are simply too high and annoying .. gotta sort that one out.

6) Need to retexture this puppy ... Might go with either the hubareo textures if I'm allowed or the fingers q2 texture sets. Probably gonna break up the walls abit for variation. [chosen texture sets have nothing to do with my age :)]

7) Need to sort out some decent lighting.

Cheers and regards

Fora.
surgeon62
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Post by surgeon62 »

And... another one gets hooked with the Q3 mapping bug!

Fora, If this is your first effort, it is pretty good. Listen to them when they say use it to learn, then scrap it. I still have a lot to learn, but it appears that the art of mapping=the art of rebuilding.

Hey, the hazard here:

[lvlshot]http://www.budgetgraphics.com/q3maps/feedback/fora_shot.jpg[/lvlshot]

got me a couple of times. That is just soooo wrong of you man! (Actually, I'm only complaining because it surprised me :icon32: )

Keep plugging, and keep coming back here. These guys are extremely helpful.
foralarx2k3
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Post by foralarx2k3 »

Thanks for the kind words surgeon62, glad you liked it. It is my first map so I will def. be looking do heed others advice as I progress and learn. A lot's changed since the test1 version as I've learnt sooo much more (no piccies yet .... I working on the re-texturing, etc still) ... but a big thanks must go to Bubba and Donkey for their online tutorials .... but you'll be glad to know the step trap is still there :p.

I may release another "test" version at some stage as the pointers from the people here is always useful.

Regards

Fora.
foralarx2k3
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Post by foralarx2k3 »

OK, said I'd do a test2 version so here it is in all it's glory (link in first post with updated piccie) ... have fun...

PS:- Can't believe the time ... been at this all night ... oh and I've still gotta do a readme jic I don't scrap the map, to credit everyone who's helped out and for the textures / models etc.

Fora.
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Foo
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Post by Foo »

Nice update, skills are coming along sir.

General ideas for improvement:
Image
Jumppad here is a bit small. Weapon area on floor looks odd (maybe trim around the end of the brown earth). Dividing wall between these 2 areas looks flimsy (add some bulky support columns on it to fatten it out, and a top trim piece to cap the top off?).

Thought for improving the doorway here and making the building seem more substantial:
Image

I've got more but my lunch is ready :D
foralarx2k3
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Post by foralarx2k3 »

Cheers for the feedback Foo,

I'll look forward to the rest of it ... I'm in agreement with all your ideas, especially on the flimseyness of that wall .... I did consider removing it all together .... and I still might do that yet ... giving me a reason to move that LG and create a new room ... on the other hand I like the size it is now as I'm pretty much a 1-on-1 type of guy and take the route you suggested of bulk it up somewhat.

Having had a little time to reflect on this test version, the coloured lighting is gonna have to go or be toned down somewhat ... it so hurts my eyes ;) ... and on top of this I've still got learn the real advanced stuff like placement of hint brushes, etc, also I need to clip a couple of areas to stop me getting annoyed banging into things.

Fora.

PS: Hunter and Major are suddenly for the first time in a long time giving me a real run for my money .... that's so not right on my own map :(
Fjoggs
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Post by Fjoggs »

Nice map fora, you'll be banging in no time. ;)

Gameplay seems good, so I'll tip off some small cosmetic tips:
-Try to breakup the horizon a bit with some different heights, right now it's a nice fine line someplaces.
Add some vertical trims on those big walls, and break it up a bit, might make a nice difference! :)
The LG and MH spawntextures in it's current state is very square. Try to perhaps add some broken bricks or cut it off a bit, making it a bit more interesting.
You might want to change the stairs into a fitting stair texture instead of using the bricks.

Keep it up!
foralarx2k3
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Post by foralarx2k3 »

Cheers Fjoggs,

thanks for the words of encouragement and wisdom. Right now I'm bearing everyone's feedback in mind as I still work my way around the textures and find out what's hiding where ... (just found-out where the glass texture is :o .... I so wanted that last night .... never mind). I've spotted a couple misalignments here and there I need to address anyway.

Just shown this to the guys at work, they're like .... woah ... you never made this!! :p

moff to gloat over it a little more .. :)

BTW, stick me on ya beta list chap ... that map is looking luuuuverly.
foralarx2k3
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Post by foralarx2k3 »

Couple of quick screenies showing this mornings work ...

LG puddle restructure and dividing wall to RG are now broken up...

And the restructure of the MH spawn point.

Thanks for the suggestions Foo and Fjoggs.

Fora.

Edit:- Screenies removed ... go see the first post :p
Last edited by foralarx2k3 on Mon Jun 19, 2006 8:34 am, edited 1 time in total.
sumatra
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Post by sumatra »

Great to see new faces busy with mapping :p ...
Map plays just fine, can't wait to get my hands on a final version.

Maybe some feedback later on..
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Foo
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Post by Foo »

I knew I'd forgotten something last night - Finishing my reply to this.

* The roof on this staircase is too low. This could be fixed by starting the staircase further back and cutting a deeper ceiling into the side of the room behind it. In the room behind, you could cover this up by creating a ledge along one corner of the room.

Image

Image
(area for ledgification)

* Teleporters look a bit weedy ATM - The model is nice, but I think complimenting it with a surrounding feature would make it more obvious that it's a teleporter. I walked into it by accident at first.

Image

Also further off in the shot you can see the rocket launcher. Consider adding a staircase up and raising the level of the RL somewhat, or even bring it further around the corner on a pedestal - Will add more vertical variation to the level.
foralarx2k3
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Post by foralarx2k3 »

Foo,

Either we think the same, or you are somehow rather spookily reading my mind!!!

Movement of the RL, decoration around the teleporters and maybe even a change of the teleporters and a definate improvement on those stairs leading down from the RG/MH courtyard are all on my list of things still to go.

I really like the sugestion of improving the doorway in the LG courtyard by the way ... hadn't thought too much about that till you mentioned it ... so it's now on the list.

Ever onward .....

Cheers

Fora.

Edit:-
sumatra wrote:Great to see new faces busy with mapping :p ...
Map plays just fine, can't wait to get my hands on a final version.

Maybe some feedback later on..
Wow, praise indeed ... a couple of your maps are still in all time my favourites list ... if I ever manage to get anywhere near your level of mapping I will be a very happy man indeed ... many thanks for the kind encouragement Sumatra.
foralarx2k3
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Post by foralarx2k3 »

Alpha1 version linkage up on the first post in the thread. :)

Enjoy Foo :p

Regards

Fora.
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Foo
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Post by Foo »

The stairs are fixed.

2 full sets of teleporters makes the map way too small and confusing.

MH and RA could do with being further apart - Perhaps MH where the RL currently is

The jumppad next to the Rail can't be reached without jumping up to it - That little area needs to be expanded back into more space I think.
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foralarx2k3
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Post by foralarx2k3 »

Thanks once again for the feedback Foo. You started me off again on some more ideas ....I'll have a think some on those.
foralarx2k3
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Post by foralarx2k3 »

Ooookkkk, then Alpha2 version is up and running (see first post).....whole new areas have been added.... feel free to have a gander folks.

Fora.
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Foo
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Post by Foo »

Sorry, been fairly inactive the past few days
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foralarx2k3
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Post by foralarx2k3 »

Not to worry m8, things may go a little slow this end shortly for a while as well, as personal life gets in the way again :(
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Scourge
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Post by Scourge »

I'll take a peek at it in a bit. I only saw the screenshots of the first beta, but from the ones up now it seems you've already come quite a ways. :icon14:
foralarx2k3
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Post by foralarx2k3 »

Cheers Scourge, hope you like it.

It's still only in an alpha state as I feel it still needs some more tiding (already noticed some overlapping brushes near the grenade launcher) and tweaking before going beta.

At some stage I'm gonna need one you kind folks to give me some guidance on hint brushes in laymans terms ... I've consumed all the tutorials out there including those on here but it still makes a wooshing noise as it pasts over my head :p

Ever onward .....

Fora.
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