[q3] el3dm5 beta 1 (UPDATED again!)

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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evillair
Posts: 65
Joined: Sat Oct 14, 2000 7:00 am

[q3] el3dm5 beta 1 (UPDATED again!)

Post by evillair »

EDIT: beta 1 now up...

I was going to stop with Quake 3 after finally finishing my 4th map, but I got this idea for a layout so I just got carried away!

Obviously the lighting/texturing is just temporary. Using ikbase textures for fun. :)
Comments on layout/item placement would be appreciated.

Made with CPMA in mind.

[lvlshot]http://evillair.net/tmp/el3dm5_b1.jpg[/lvlshot]
download (2.6Mb) (updated to beta 1!)
Last edited by evillair on Sun Nov 11, 2007 3:35 am, edited 2 times in total.
[url=http://evillair.net/v4]evillair.net[/url]
Fjoggs
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Re: [q3] el3t5 alpha 1

Post by Fjoggs »

Had a quick run before bed.

-too much hallway action. makes it kinda boring and linear.
-no real battles takes place apart from the every now and then RA fight if the player in the lead gets sloppy on the control
-a second ya instead of GA?

IMO it needs a more defined atrium, maybe focused around the now GA atrium. Expand the RA atrium and make more interesting hallways between them. ATM the map lacks vertical gameplay and makes it un-interesting.
evillair
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Re: [q3] el3t5 alpha 1

Post by evillair »

Thanks for the comments. You have good points.

edit: I updated the zip with a few minor changes.
[url=http://evillair.net/v4]evillair.net[/url]
v1l3
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Re: [q3] el3t5 alpha 1

Post by v1l3 »

I think the floor plan is a good start, kind of like when you first start drawing something, where you start the simple shape and size of whatever your drawing, and the final just gets drawn over it...I can't remember what that's called but.. yeah that.
I think there needs to be a central area that gets worked on. Perhaps the area where all the three levels meet. It needs to be opened up a bit, considering that movement is so fast that you fly through it pretty quickly(at least with promode enabled).
As far as promode..the map is somewhat flat, and has many bouncepads. I'd say add more double jumping options for human players to use, yet stairs and bouncepads are necessary to keep the bots working...which is kind of the tricky part in keeping the gameplay strong against bots and not killing the gameflow in the process.
As far as hallways like Fjoggs mentioned, I think they just need to be bent up a bit so they aren't so straight. Maybe another floor above them in parts but opened up for connective accessibility. The hallways have really low ceilings also, as I felt like I was going to hit my head at moments..I think that could be played around with also. I was surprised to see you pop another one up... :D


edit: All of what I said above was about the first version, and rather than picking it apart I'll just leave it at that..since a good majority of it still applies to this one also.
Also, in this version..when you go through the tele behind the YA, you end up hitting your head on the other side when coming out, so you don't get the two jumps too the RG going on.
evillair
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Re: [q3] el3t5 alpha 1

Post by evillair »

Some good suggestions, thanks.

Updated the .zip (940 KB)

I opened up the top floor, raised the ceiling where you tele out, removed a jumppad (now there's only 2) + some other misc stuff.
[url=http://evillair.net/v4]evillair.net[/url]
foralarx2k3
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Re: [q3] el3t5 alpha 1

Post by foralarx2k3 »

Nice layout.. very cat and mouse :)

Some constructive comments that are not intended to be negative feedback having had a couple of rounds in it.

1) Lower jumppad, although the trajectory (ex. spelling) is aimed away from the front of the jp as you look at it, I found myself clipping the ceiling of the floor above me and then re-bouncing on the pad to get up to the next level a couple of times. Might wanna tweak that.

2) Overhangs over the RA when jumping from the GL or coming down the stairs from the lightning gun. If something could be done to ease the pain of losing all my speed when I hit them it might make a world of difference. I'm only playing this in VQ3 so it must be really annoying for the CPM speedsters out there. That said it could be considered a tactical risk to get it. ... perhaps you should wait for others to feedback.

3) RG and MG. I like the placement of them, but where they are means they are human only objects, as currently the bots can't get to them, it'd be nice to provide the bots with a way to get the items. The RG was of particular interest to visor of all bots funnily enough. It just going up the jumppad and back down till eventually I came along and railed him :) This is just a personal preference. SUPPORT FAIR PLAY FOR BOTS!!! j/k :D

Looking forward to watching this one progress :)
My Maps: [url=https://lvlworld.com/review/id:1911]Steep Learning Curve[/url], [url=https://lvlworld.com/review/id:1905]Reckless Abandonment[/url], [url=https://lvlworld.com/review/id:1955]The Rage[/url], [url=https://lvlworld.com/review/id:2409]The Immortal Coil[/url]
Fjoggs
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Re: [q3] el3t5 alpha 1

Post by Fjoggs »

foralarx2k3 wrote: 3) RG and MG. I like the placement of them, but where they are means they are human only objects, as currently the bots can't get to them, it'd be nice to provide the bots with a way to get the items. The RG was of particular interest to visor of all bots funnily enough. It just going up the jumppad and back down till eventually I came along and railed him :) This is just a personal preference. SUPPORT FAIR PLAY FOR BOTS!!! j/k :D
the CPMA bots grabs them since they can strafe.
havent been able to give this version a round yet. will do
evillair
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Re: [q3] el3t5 alpha 2 (UPDATED)

Post by evillair »

Alpha 2 now uploaded, screenshot updated in first post.

download (1.5Mb)

-Fixed jumppad head hitting thing
-Overhangs over the RA
-Other misc changes

foralarx2k3, yeah the CPMA bots get the MH and RG.

Thanks for the feedback, it's appreciated!

EDIT: Updated Tuesday 6th
[url=http://evillair.net/v4]evillair.net[/url]
DTS
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Re: [q3] el3t5 alpha 2 (UPDATED)

Post by DTS »

Nice map.

I like that you can see down two levels to fight from above.

I played it in CPMA with VQ3 gameplay and the bot didn't get the RG or MH as far as I could tell.

I don't like the jumps to those items being so far cause sometimes I miss the jumps. Is it too much to ask to make the jumps to items a simple forward and jump?

New players won't be able to get them.
Fjoggs
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Re: [q3] el3t5 alpha 2 (UPDATED)

Post by Fjoggs »

I vote against making the jump shorter. It will cramp the map alot. Tbh everyone now a days should be able to make a simple circlejump anyway
foralarx2k3
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Re: [q3] el3t5 alpha 2 (UPDATED)

Post by foralarx2k3 »

Had a chance to play on the updated version (A2) last night.

I no longer get snagged on the lower jump pad. The RA access is much improved though I still occassionally hit my head on the white/light coloured part of the wall when coming from the GL ledge or hit the back off the stairway when coming from the LG. Tbh, it's occassional and unless anyone else objects, I'd not adjust it any further. Ditto from the green armour towards the PG.

I don't think the MG ledge or the RG ledge require any changes, the distances are reachable under normal strafing without pmove_fixed 1 and don't require a huge circle strafe. [If I can do it in VQ3 mode, it must be a doodle in CPM mode ;)]. I did notice that the bot I was playing against didn't go for the RG very much, but did occassionally have it. Might have just been the bot though. \addbot Visor 100. Yes I'm using CPM as my preferred mod -- I suppose I have you lot on here to thank for that. :P... the cheeky SOBs hide round corners now and run away when they are low on health.... gotta change my whole gameplan now ... sighs.

Anyways, I can't think of anything that needs changing ... I think it's texture time!!! :)

FoRa!
My Maps: [url=https://lvlworld.com/review/id:1911]Steep Learning Curve[/url], [url=https://lvlworld.com/review/id:1905]Reckless Abandonment[/url], [url=https://lvlworld.com/review/id:1955]The Rage[/url], [url=https://lvlworld.com/review/id:2409]The Immortal Coil[/url]
v1l3
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Re: [q3] el3t5 alpha 2 (UPDATED)

Post by v1l3 »

I figured I'd spend a couple of days messin around on the map before sayin anything..it's a good layout. I played more FFA three player on it rather than tourney, which worked good. I dunno if I have much say on the item-placement since there's alot of hallways rather than different opened locations for certain weapon placement per area. The textures kind of reminded me of two maps I used to play quite a bit called: onenightdm and a promode map called sgq3t2. Kind of an ol' school Q3 style look. I dunno if your going to stick with that look or not? Or the sky from el3t4?
It's a fun map to play. Some of the ceiling are still low at the top of some of the stairs if you catch it wrong in a db-jump and such. It's still quite a bit vQ3'ish though..not that it matters though as I can play it the same way in vQ3(as alot of the others can also)...minus the major air-strafe and dj-jumps obviously.
If you do change the look of it though, it would have a way different feel to it.
Last edited by v1l3 on Fri Nov 09, 2007 8:14 pm, edited 1 time in total.
v1l3
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Re: [q3] el3t5 alpha 2 (UPDATED)

Post by v1l3 »

deleted: double posted
Hr.O
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Re: [q3] el3t5 alpha 2 (UPDATED)

Post by Hr.O »

/me downloads (in a desperate attempt to find some inspiration :paranoid: )
evillair
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Re: [q3] el3dm5 beta 1 (UPDATED again!)

Post by evillair »

Updated to BETA 1!

Thanks for all the help guys...first post updated as well.
download BETA 1 (2.6Mb)
[url=http://evillair.net/v4]evillair.net[/url]
foralarx2k3
Posts: 306
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Re: [q3] el3dm5 beta 1 (UPDATED again!)

Post by foralarx2k3 »

Nice update the lighting really gives it so much more character and I like the way you opened up the upper RL corridor overlooking the GA. Any chance you could could compile a bot file so we could give it a run with something to frag.

Couple of quickies:-

1) I'm not sure about the ledges for the MH and RG ... I know I mentioned these but now I know about the CPM bots I'm not convinced. That said it does make it newb and VQ3 friendly .. but you've stated it's designed for CPM, so I would have stuck with it. Aaaargh, I'm all confused :p .... Anyways I thank you for the consideration as I feel I may have assisted in pushing you into making that decision. And I'll provide more feedback on this once we have a botfile.

2) You have some zebraing where you have overlapping brushes on the top step directly under the GL leading to the lower JP.

3) Although I love that you've included that niffy little ledge giving us a route from the old GL ledge to the new one. I think it looks a bit weird being so thin and invisible from below. How about fleshing it out from below. Maybe stick a light under it and give it a bit of depth. Piccie below is a quick screenshot, cut and paste jobie to give you an idea of what I'm thinking about.

Image

4) The RG ledge / corridor section is a little dark. I have my lightness up a bit from the default so others might find it even darker.

5) Not sure about the pillar and pokey out bit of the wall by the LG and JP. It's hard to tell with out actually playing someone / thing but just running around it, I found I was always having to lose speed to navigate around either one or the other. And I'll provide more feedback once we have a botfile.

Hope that helps.
My Maps: [url=https://lvlworld.com/review/id:1911]Steep Learning Curve[/url], [url=https://lvlworld.com/review/id:1905]Reckless Abandonment[/url], [url=https://lvlworld.com/review/id:1955]The Rage[/url], [url=https://lvlworld.com/review/id:2409]The Immortal Coil[/url]
evillair
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Re: [q3] el3dm5 beta 1 (UPDATED again!)

Post by evillair »

Thanks for the help, I updated the zip with the bot file, oops :paranoid:
[url=http://evillair.net/v4]evillair.net[/url]
Fjoggs
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Re: [q3] el3dm5 beta 1 (UPDATED again!)

Post by Fjoggs »

Overall impressions:
-i like the look of the upper areas, but the lover seems kinda dull. Not much detailing going on, and no variation in the lighting. I like the yellow/orange stuff on the top, maybe add some of it downstairs?
I know you can make sexalicious stuff, so don't hold back on us. ;)
evillair
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Re: [q3] el3dm5 beta 1 (UPDATED again!)

Post by evillair »

Thanks for the input guys, I updated the zip with mostly visual changes.
[url=http://evillair.net/v4]evillair.net[/url]
v1l3
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Re: [q3] el3dm5 beta 1 (UPDATED again!)

Post by v1l3 »

It's lookin good, though I'd remove the lunbase\tekfloor textures though. I 've found the bouncepads a bit questionably good or bad, but that floor just seems off to me. Your choice though. :smirk: ...as Fjoggs had mentioned about sexalicious..hehe I do agree.. in the possibility of this being your last map, it'd kick some arse if you did it up with something that hasn't been done in a Q3-Q2 styled map.
I was at wonder of whether there was some custom Q2 styled map-models.md3's for Q3 maps that could be used, but I'm not sure that there is? You are evillair!! Master of these types of things. Though that maybe more work than you feel like doing? ..just a thought though. :D

Plus it may be useful for foralarx2k3's ztn2dm3 remake.

oh..and should this be el3dm2? hehe
v1l3
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Re: [q3] el3dm5 beta 1 (UPDATED again!)

Post by v1l3 »

I just noticed..on level three when you look at the curved arches on the ceiling above the RA room, there is an HOM(Hall of mirrors) on one of them...kind of like a missing sky has when you move the mouse around.
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