[q3] Project Beta 1

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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ANIMAL1988
Posts: 75
Joined: Tue Jan 16, 2007 10:37 pm

[q3] Project Beta 1

Post by ANIMAL1988 »

I am new to mapping and have been getting acquainted with qtkradiant for a couple of months now.

It would be nice if somebody could give me some feedback on my latest map ie.


1. Give me ideas for weapon placement + spawn points
2. Give me an idea of which features of my map work and which don't
3. Suggest any improvements i that could be made to the map
4. Suggest which step i should take next
5. Should the map include a teleport at the end of the corridor off of area 2?


Here are some screenshots of the map:

Area 1

Image


Area 2

Image

Area 3

Image

Consideration

I was thinking of putting some windows in here like in q3dm14

Image



Also I was considerng using an egyptian texture set for this map does anybody know of one available to the public.

PS i know there is no lighting but that will come and i hope this gets a better response than the last map I posted :icon27:
ANIMAL1988
Posts: 75
Joined: Tue Jan 16, 2007 10:37 pm

Post by ANIMAL1988 »

Here is the download Download p13.rar
dichtfux
Posts: 571
Joined: Thu Feb 02, 2006 10:51 pm

Post by dichtfux »

It's maybe a bit early for saying a lot to that map, but I'll try anyways.

1) You should decide (and/or tell us) what the map will be used for (TDM, FFA, tourney, maybe some special mod?) as this will have major impact on item placement and the decision on whether the layout is ok or not.

2) on the item placement: see 1), then have a look at maps you like or read one of the guides (the one by wvw over at promode.org may come in handy) that are available and try something. get back here and ask again what we think about it.

3) rooms and corridors are a bit huge imo

4) layout seems to be a circle with an small extension (reminds me of a deformed "8".) Maybe too foreseeable and simple, thus boring.

There is no vertical action in there - this may be a matter of taste but I consider this rather boring too and I think many players will agree on this.

5) Don't think about stuff like windows atm, that's rather pointless.

6) On the textures: there's a set available at simland, I think it wa smade by sock but I'm not sure on that.

> egypt textures <

7) On the teleporter: though the map lacks connectivity, area 2 is definetly not the place to put a teleporter imo. You should rather place a strong item up there (like RA), making it a risk to take it because the room is a dead-end.


Hope this helps!

EDIT: And you should change the readme file you put into that pk3 now. It seems to be for another map, but I seriously considered deleting your map right after downloading it when I opened the readme and it said something about a dm17-conversion. Others may disagree on that, but doing a dm17 conversion isn't much better than starting a nuclear war in my opinion.
Last edited by dichtfux on Tue Mar 06, 2007 8:54 pm, edited 1 time in total.
[color=#FFFFFF][url=http://maps.rcmd.org]my FPS maps[/url][/color]
ANIMAL1988
Posts: 75
Joined: Tue Jan 16, 2007 10:37 pm

Post by ANIMAL1988 »

Thank you for the advise which will be taken into account. PS i already have that texture set glad to here its ok for me to use it.
pjw
Posts: 860
Joined: Sun May 07, 2000 7:00 am

Post by pjw »

dichtfux wrote:There is no vertical action in there - this may be a matter of taste but I consider this rather boring too and I think many players will agree on this.
I don't play much Q3 these days, but I just had to stress this point a bit more. In my opinion, vertical variation makes a map sooo much more interesting than the identical map with a flat layout.

Also, once you start adding in the vertical variation, you'll start to see interesting ways to add connections over and under existing areas that you may not have considered before...so the layout gets even better.
ANIMAL1988
Posts: 75
Joined: Tue Jan 16, 2007 10:37 pm

Post by ANIMAL1988 »

Cheers PJW I have already taken this point into account and am working on improving the layout.
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