CTF-1on1 Mappack

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
pjw
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Joined: Sun May 07, 2000 7:00 am

Post by pjw »

v1l3 wrote:I was mentioning at the promode forums a while back that if they add another mappack it should have pjw3tourney2 in it
Heh. Thanks man! For that and the texture list--it saved me a few seconds...

New (fixed) pk3 is uploaded to the same link. Sorry for the retardation folks.

For the final, I'll probably make the one upper (GL) route to the flag a bit less awkward, but will consider other suggestions/improvements as well...

Glad you like it a13n. :)
dichtfux
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Joined: Thu Feb 02, 2006 10:51 pm

Post by dichtfux »

Nice map pjw, though a bit tight in some spots. Some small suggestions and ideas:



I constantly bumped my head on the doorframe marked in red (when jumping down from flag). The crates on the sublevel (not visible on the screeshot) are also a bit huge and often got in my way on my way to/from YA.
Just an idea: you could offer a ramp jump up to where the enemy is on the screenshot at the place marked in blue. Maybe to easy to get away with the flag then, unsure. (EDIT: forget about it)
Screenshot 1
Image



You can make a sweet doublejump on the blue stairs, but you'll crash into the wall marked in green afterwards :(. Slows gameplay down a bit. The bars in the background (at the window, marked in red) could use some clipping.
Screenshot 2
Image



I like the double/ramp from the stairs to GL, here's another route that would be fun and could be used to cross this room very quickly in CPM. The blue lamp would need a small adjustment and should be a bit higher so you can get the double at the point marked in red. Almost works atm, but it's tricky to hit the lamp in the right way and one doesn't get high enough.
Screenshot 3
Image



I'm standing at the flag position here, view goes up to JA (marked). I think you should cut the piece marked in red out of the wall to make it easier / faster to come down from JA to flag.
Screenshot 4
Image




A few words on the BFG: You can't jump across the water it's lying in because the ceiling is very low. Was obviously made intentionally, but I don't like it.

Access to the BFG is a bit easy imo, BFG will dominate at least in vq3 (it's not that strong in CPM, but I found myself using it very often even with CPM). Maybe one BFG in the center of the map (a bit harder to get, maybe simply a deeper water-filled hole in the central room) could be better.


That's it for now.
v1l3 wrote:since nobody has popped this up..
Could have seen it on the screenie I posted. ;)
[color=#FFFFFF][url=http://maps.rcmd.org]my FPS maps[/url][/color]
pjw
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Post by pjw »

dichtfux wrote:great feedback
Thanks a lot for the excellent feedback! Some good suggestions there (and all stuff that I can do easily vs. stuff that requires serious reworking).

I'll be going out of town for a few days, but I should be able to get back to this in a week or two and get it done by the end of the month...
dichtfux
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Post by dichtfux »

Just wanted to say that I most likely won't meet the deadline, sorry guys.
[color=#FFFFFF][url=http://maps.rcmd.org]my FPS maps[/url][/color]
pjw
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Post by pjw »

dichtfux wrote:Just wanted to say that I most likely won't meet the deadline, sorry guys.
:(

Is it looking any better a couple of weeks later? A13n might even give you a bit more time... dunno.

In any case, I managed to address most of your feedback--I left the crates as-is, since they offer a tricky little ascent to the flag in CPMA, but I raised that doorframe and angled off the offending wall so it's a bit easier to miss; also the little light under GL is now set up nicely for doublejump or slopejump. :) The dropdown-to-flag is less clumsy as well.

I spent way too much time yesterday messing with lighting (mostly sky shader and compile switches) trying to get a nice compromise between gloomy and shadowy and matching the sky, but not dark.

I also added hints and did a bit of optimizing, but since a lot of LOSs on this map are pretty long, and the map has quite a bit of connectivity, it didn't make as much of a difference as I might have liked. I'm not too stressed, since the worst triscount I could find was barely over 4K. *shrug*
Anyway, it's done.

Download
Mirror for the Fileplanet-Impaired (courtesy of Scourge--thanks man!)

Screenies:

Image

Image

Image
dichtfux
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Post by dichtfux »

Looks very good!

You also made the BFG-water deeper, didn't you?

I've been looking for a small CTF-map for quite a while because I tend to play CTF with a friend against bots in my kitchen very often (in the evenings, when we're done with learning for university and can't play tourney because we're too tired).
We really can't see q3ctf1 anymore and that's the only map that's fun against bots (we play 5 of them @ nightmare) because they're too stupid and slow on large maps. So your map comes in really handy. :icon14:

I don't know if it's worth waiting for me 'cause I'll be really busy till May 22nd, got a major exam then. Better don't.
[color=#FFFFFF][url=http://maps.rcmd.org]my FPS maps[/url][/color]
a13n
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Post by a13n »

Thank you, pjw.
It's fun to play with a cpma bot though he stands still at his home base when returning with enemy flag.

I've been wondering how I should deal with few entires(only 5 so far, your 1 and my 4(ctf-1on1-matrix was omitted due to its excessive silliness)).
This is not so good in terms of variation.
Anyway the pack will be released till June. :)
pjw
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Post by pjw »

Glad you like the map. :) And yeah, bots are stupid. :(
a13n wrote:Anyway the pack will be released till June. :)
Maybe that will be enough time for dichtfux to get his in...
/me nudges dichtfux (that's over a week after the 22nd...) :)
dichtfux
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Post by dichtfux »

pjw wrote:/me nudges dichtfux (that's over a week after the 22nd...) :)
Lol, I'll try. But I'll be in France for the weekend after the 22nd so chances aren't that high. We'll see.

Edit: /me goes off to build flag room.
[color=#FFFFFF][url=http://maps.rcmd.org]my FPS maps[/url][/color]
dichtfux
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Post by dichtfux »

Couldn't resist and completed the alpha version of my map today.

Started a new thread for it, it can be found >here<.
[color=#FFFFFF][url=http://maps.rcmd.org]my FPS maps[/url][/color]
dichtfux
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Post by dichtfux »

Started a new, smaller 1vs1 map. I'll complete the other one later, it wasn't really meant for duelctf.

I've already got an alpha of the new map ready and could complete the map till 10th june, I think. Are you willing to wait for me, a13n?
[color=#FFFFFF][url=http://maps.rcmd.org]my FPS maps[/url][/color]
ix-ir
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Post by ix-ir »

You can also set a key/value _blocksize/256 256 256 for worldspawn as a quick yet time-consuming solution.
This is extremely unlikely to add useful cuts to the vis but will slow down the processing of the vis during the compile and in game.
a13n
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Post by a13n »

@dichtfux
The deadline was postponed till Christmas 2k7 with much more enhancements.
It will be released as a mod.
So you still have a plenty of time.

@ix-ir
At least it may prevent some overdraw or it may not at all.
dichtfux
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Post by dichtfux »

a13n wrote:@dichtfux
The deadline was postponed till Christmas 2k7 with much more enhancements.
It will be released as a mod.
Good to hear there's more time (quite some more time). What features do you intend to implement that require this to be released as a mod, btw?

Or is this a secret atm?
[color=#FFFFFF][url=http://maps.rcmd.org]my FPS maps[/url][/color]
a13n
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Post by a13n »

Shader patch as I mentioned at another thread.
It means pjw has to re-script all the shaders used in his level.
If you don't agree, the patch will only be applied to entities.
In any case it is highly recommended you don't use q3 default textures because the patch may make your lighting far much brighter than intended.
pjw
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Post by pjw »

a13n wrote:It means pjw has to re-script all the shaders used in his level.
Well, actually, no, it doesn't. :)

This started off as just a map pack; if it's going to evolve into shader experimentation, then good luck, but leave my work out of it please.
+JuggerNaut+
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Post by +JuggerNaut+ »

knew that was coming :olo:
User avatar
Foo
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Post by Foo »

Haha, I can't believe this thread went 2 whole pages before a13n said something sociopathic.
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