(q3) thdm2 (level by squirell man)

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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squirell man
Posts: 61
Joined: Sat Jan 13, 2007 10:10 pm

(q3) thdm2 (level by squirell man)

Post by squirell man »

yay! finally after alot of forum browsing I was finally able to get bot support for this level. this is a "beta" you could say, there are errors, not too much/no caulk at all used map.

the map is called "ancient city". it uses some of lloyd morris's textures he used in lloydmdm2. its somewhat like that map but about 1/2 as large. it has an .arena and a .map included.

feedback is greatly appreciated! as well as errors and fixes!

you can download it at:

Download thdm2.pk3


note: the lighting from the skybox didnt work properly, it has kinda random placed lights in the outside for the sky lighting.
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Post by obsidian »

No HTML on forum so your link didn't work. Use UBB code. I fixed it for you, but you are on your own next time. Also, you may want to include a small 640x480 screenshot image since this greatly increases the level of attention that you will get around here.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
dichtfux
Posts: 571
Joined: Thu Feb 02, 2006 10:51 pm

Post by dichtfux »

Before I start, here's a screen that shows the upper part of the map so everybody can get an impression:
Image


The buildings don't look bad, good choice of textures!

The map has lots of things that need to be addressed though. I don't think this list is complete, but here are some impressions and suggestions:


* item placement is a bit weird and needs lots of work
there's 2 GLs with 2 packs of ammo next to them, about 3 seconds apart. there are tons of ammo and weapons spread across the map. there's three RGs I remember, they can all be seen on the follwoing screenshot.
Also note that the bots tend to get stuck in the window at the third RG (marked in green, the 2 other RGs are marked in red here).

The RG tower that this screenshot was taken at sucks btw. The stairs you need to climb are very steep, lamps block your way so you have to crouch to pass underneath them and once you've made it up there and got the RG you need to climb down again because you can't jump out of the window.
Image





* very huge line-of-sight in at least 2 places, one of them can be seen here (green line). this screenshot also shows a place where you cant jump up (red arrow) unless you're playing CPM and use a doublejump under the wooden plank.
Image


* This door is somewhat strange. It's so small I could never get in there with the first try and it takes ages before it opens again if you missed the elevator that's hidden underneath.
Image



* What's this point for? You have to use 3 jumppads (what seenms a bit exaggerated to me, see red arrows) to get there but there's no item there (green question mark, at least in FFA mode).
Image



* The most important thing I noticed:
The lower part of the map (cellar) is very tight and there's no reason to go there. In the current state, the last thing is rather good because that whole place just simply sucks:
It's very tight and narrow. You can barely move in there (let alone fight), you get stuck in the walls, the ceiling, the skeletons and models and the jumppads. You bump your head. It's way to dark. Everything down there looks the same, it's confusing. I could go on about this but I think you get the point.

I suggest you completely drop it (or delete it and start over with a new cellar design). The next screenshot gives an impression of what I'm talking about.

Image


small things i noticed:

* sky is missing (guess you know that)

* bots suck

* many small edges need clipping

* many of the corridors between the buildings are to narrow

* jumppads are tilted too much so you can't run onto them, you have to jump over the upper edge (I mean the JP at top of a building, one of the (3,4?) RLs is next to it).

* ground is very flat

There's lots of things to do but I think it was good that you posted the map in this early state. Hope this helped. Looking forward to the next version!
[color=#FFFFFF][url=http://maps.rcmd.org]my FPS maps[/url][/color]
squirell man
Posts: 61
Joined: Sat Jan 13, 2007 10:10 pm

Post by squirell man »

first of all thanks obsidian for editing the post for bb code. (can this site do thumbnails)

thanks for the feedback. yes, for some reason the skybox is missing in your screen prints, though it was included. here are more screenies:

Image
or
http://img107.imageshack.us/my.php?imag ... ie2hd0.jpg


Image
or
http://img244.imageshack.us/my.php?imag ... ie1tp5.jpg

Image
or
http://img476.imageshack.us/my.php?imag ... ie3iq3.jpg

yeah, the dungeon area thing is cramped, i was going to make it large but thought about it and never did it. the

I tried to make the supports on the stair area (the cramped tower) non solid, and the model doesnt even have clipping. i dont know why its hard to get up the staircase.


*another edit*

the weirdo door thing is supposed to fall out underneath you and teleport you to this bazare little temple thing with a bfg. the door only opens once every 60 seconds though.

ditchfux, you may want to try and get some new gun models from getpwnd.com, they have some good replacer models. the old models look weird.

*added to*

the three bouncepad thing is to get up to the area where your supposed to get the personal teleporter. i was going to put another bouncepad bouncing you into the main area of that building.

I should rid of some grenade launchers and other un needed munitions. there was alot of railguns.
v1l3
Posts: 822
Joined: Wed Apr 02, 2003 8:00 am

Post by v1l3 »

Those textures just don't feel right on such a tiny map. The textures are known from a map that pretty much owns and is gigantic, and it's all that I could really think about while playing it..since I've been playing it for so many years. It almost feels like a blasphemy. Watch out for the Vadrigar man...they'll come and get you. :icon32:
squirell man
Posts: 61
Joined: Sat Jan 13, 2007 10:10 pm

Post by squirell man »

you mean lloydmdm2? yeah, I was actually going to make this level MUCH larger, but I ran out of time. maybe I'll enlarge it later.

here is an updated version of the map. though, my LAN is down so I cant copy it over to my internet computer.

fixes:

1. put slanted clipping on the edges on the roofs.

2. made the dungeon area twice as wide and the ceiling is about 1.5 times higher, with ALOT MORE lights.

3. made the sniper tower staircase easier to get up, as well as highered the roof to you can jump out the top of it.

4. made the fallout weirdo door easier to get into.

5. lit up the little temple thing you teleport to brighter.

6. placed more clipping on the statue model, on the crucifix supports, and in the windows, marble pillars, and in some other areas.

7. placed more cluster portals in more logical places.

8. placed a giant box of area portal around the floating satanic temple thing (the thing mentioned in #5)

9. deleted all the railguns except for the sniper tower and put a quad damage where the railgun in the big tower used to be.

10. fixed random errors with colliding worldspawns

*added more*

11. put a stair case so you dont have to rocket jump to get up the to the area where the huge line of sight and the unjumpable unless your in a cpma match is.

I'll post the updated version over the weekend.


Its kinda weird, for if id didnt put the vadragar or whatever in the manual then nobody would even know they existed. they should have included them in a cut scene or something.
v1l3
Posts: 822
Joined: Wed Apr 02, 2003 8:00 am

Post by v1l3 »

Actually the story behind Q3A between the Vadrigar and the Gladiators is a nutshell of what happens(or has happened already)in Q3 outside of the game.

The Vadrigar are the Map makers, which are right here. The gladiators are the Mod makers, which compete against each other to gather the players to follow their creation of the game over someone elses.

Sarge is the player(you or I) that gets thrown into the mix of it all until you work your way past playing the game into altering it to your own fashion and becoming a gladiator. No one can mess with the Vadrigar though....though some of them are more powerful than the others amongst them. They are the controllers of the realm that everybody exists in.

well...except for all of the ding dongs that are stuck on pro-q3dm6, cpm3, ztntourney1, q2dm1, q1dm4, etc. ect. All of them are stuck in purgatory. :tear:
squirell man
Posts: 61
Joined: Sat Jan 13, 2007 10:10 pm

Post by squirell man »

oh yes. this is true stuff. next your going to tell me that space has air. wait?! q3dm17?!
v1l3
Posts: 822
Joined: Wed Apr 02, 2003 8:00 am

Post by v1l3 »

I don't think the players actually require oxygen..hehe, they can die over and over already, what do they need to breathe for? and yes...q3dm17 also(I've been one of them in the past :paranoid: ) back in my instagib clan days. I've only played it 1,423,862 times though, where some people have played it 1,500,983 times :p
squirell man
Posts: 61
Joined: Sat Jan 13, 2007 10:10 pm

Post by squirell man »

wats that supposed to mean?
squirell man
Posts: 61
Joined: Sat Jan 13, 2007 10:10 pm

Post by squirell man »

ahh! here we go!

Download thdm2.pk3
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