akumacpm1a beta

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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ix-ir
Posts: 192
Joined: Wed May 16, 2007 9:43 pm

akumacpm1a beta

Post by ix-ir »

Image

http://www.box.net/shared/f8bvli27co

There are still a few things I want to fix or perhaps make a little less plain but the map is sufficiently close to finished that I thought I'd ask for some mappery feedback. It's a small-size duel map intended for CPM gameplay only although every normal route is possible in VQ3, everything bar tricks work with +forward and jump.

This map is the product of taking a base map with a lot of potential by akuma and giving it little tweaks to try to push it to the level where it gets noticed for use by players using feedback, playtesting and discussion.

If anyone is pro-skills with it I'd really like some help in the hinting department, this version is unhinted as my attempts to reduce what's draw haven't achieved anything (in a couple of spots more or less the whole map).
Last edited by ix-ir on Fri Jun 15, 2007 8:21 pm, edited 1 time in total.
v1l3
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Post by v1l3 »

I have cpma_akuma...beta2 version, which has e8 textures with regular id textures, and these textures just feel wrong =/ ..my opinion though.
I'm amazed that you took the area out that would go through the wall behind where the RG sit and wraps comes out to the LG area..minded that it fine I suppose....just feels tiny.
The only error that needs to be fixed is that you can't tele-jump using the tele behind the RA. It just spits you out. There's a platform which is sitting there on the opposite side of the room which you should be able to make it too.
I personally like the tele(near MH) that was sitting behind the MH rather than the floor tele right in front of it. In the time it takes you to turn around to either go through the floor tele or not, really slows movement down. Like the tele that is right behind the PG in cpm3 for example...keeps things fast.

Nice to see this map being worked on :icon25:
wviperw
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Joined: Sat Mar 17, 2001 8:00 am

Post by wviperw »

Any map with 'cpm1a' in the title *must* be a good map. :D
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spookmineer
Posts: 506
Joined: Fri Nov 29, 2002 8:00 am

Post by spookmineer »

wviperw wrote:Any map with 'cpm1a' in the title *must* be a good map. :D
Oh... I'm gonna SO prove you wrong :p
wviperw
Posts: 334
Joined: Sat Mar 17, 2001 8:00 am

Post by wviperw »

Just played it against a bot a couple times... the level feels awesome. The one thing I'd change atm would be the RA tele--teleporters that spawn you in the air to drop down generally annoy me. I think it'd be better to create a nook for the tele dest and place it there so the player can double-jump out.

BTW, is this on any servers? I wanna try it against a real player.
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ix-ir
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Post by ix-ir »

Both teleporters are deliberately set up to prevent teledoubling out as it provides too fast and easy an escape. The mega tele pit is in front of the mega rather than behind to add more risk to sitting there, knockback would just push a player into a teleporter but if you have to come forwards and away from the mega there's more depth to the area.

wvw: this version's not on any servers yet, we've been testing older versions on vamp's NYC and Noobs Anonymous Clan point servers so if you poke vamp or wait a day or two it should be on there.
g0th-
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Joined: Sat May 19, 2007 7:57 pm

Post by g0th- »

I like this map. The gameplay seems good and I really like the the different colours in each armour room, maked it easier for me to navigate :)
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wviperw
Posts: 334
Joined: Sat Mar 17, 2001 8:00 am

Post by wviperw »

Heh, I knew you were going to have that reasoning for the prevention of tele-doubling ix. :) And I can definitely see the justification for it.

However, I think you could still make it difficult to escape and have tele-doubling if you pushed the tele dest back into the wall quite a bit. Or, if you decide to stay with the tele dropping you in the air, I feel like it should default to dropping you on the top floor, not down to the bottom. It feels annoying to have to remember to strafe left or right every time.
Last edited by wviperw on Fri Jun 15, 2007 4:54 pm, edited 1 time in total.
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v1l3
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Post by v1l3 »

ix-ir wrote:The mega tele pit is in front of the mega rather than behind to add more risk to sitting there.
That would only be a good consideration of whether there were someone sitting there to block the player in at the MH so they would have to backstep a couple of steps to fall into the floor tele. It still just slows down the gameflow. Half the time movement is too fast to block someone in like that. Your choice though..

As far as the other tele that isn't allowing a tele-jump is concerned, if you don't enable the ability to tele-jump from it, you might as well take the "cpm" part out of the mapname. akumavq31a?
ix-ir
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Post by ix-ir »

wvw: I'll have a think about something like that, you're right that it might be better if no motion from the player means you end up on the top level, it'd certainly help bots use it correctly.

v1l3: you touch on an important point that I'd considered writing about in the readme. There are at least 2 CPM specific tricks in the map but a map is much more than tricks as is being designed for a gameplay. This is something where mappers go wrong with when mapping for CPM and feel obliged to fill a map with ramps, they need to remember less is often more.
v1l3
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Post by v1l3 »

Trickjumping isn't what I'm aiming towards when talking about tele-jumpin, as movement is the main focus of what I meant. Aside from the fact that promode movement is far different from standard Q3 movement, it wasn't made for trick-jumping....leave that to the Defrag Mod. If you don't set up the map to use the pm physics, then it's not a CProModeA map. I'm not trying to be a smartass, it's just that I see a Biohazard on the wall. =)
wviperw
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Post by wviperw »

v1|3: ix is trying to say a "promode map" is built with more than just the promode physics in mind--it's built with the entire promode ruleset in mind (player health/armor, ammo settings, weapon dmg values, playstyle, etc.)
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leilei
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Joined: Mon Mar 05, 2007 7:07 pm

Post by leilei »

too bad none of the 'pro players' will appreciate the lighting.
poub_
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Joined: Sun Jun 25, 2006 8:50 pm

Post by poub_ »

"This is something where mappers go wrong with when mapping for CPM and feel obliged to fill a map with ramps, they need to remember less is often more."

Blasphemy! This map really could use some little spice in the tricking department though, even cpm3 has tons without a single ramp.
wviperw
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Joined: Sat Mar 17, 2001 8:00 am

Post by wviperw »

Now that I think about it, it'd be nice to have ramp trim on the stairs leading up to the RL so that the player can jump up to the SG/YA level.
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