Q3 Map: The Rage - (Final - 20071121)

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
foralarx2k3
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Q3 Map: The Rage - (Final - 20071121)

Post by foralarx2k3 »

This is a remake from the ground up of ZTN's Quake 2 map "The Rage" (ztn2dm3).

It is not a faithful remake as item loading and a few structural changes have been made to improve the game play for quake 3. Included in the pk3 is an alternative textured version of the map. The Fora_Rage map is designed with CPM in mind as it contains a green armour. The green armour is replaced in the alternate textured version with a normal health ball.

Here's a few teaser screenies (click on them for larger versions):-

ImageImage
ImageImage

Download here

Anyways have fun with it and I look forward to hearing your feedback.

FoRa!

EDIT:- Just realised I fogot to add an acknowledgement to the readme, so I'm posting it here.

Thanks to CarpeDiem@4A0E0854 over on the Planet Quake forums for the ladder tutorial short posting.
CarpeDiem@4A0E0854 wrote:There is a way to make a ladder in GTKRadiant.

Just make a staircase really close together.
Ex.(Sideview)
\-\
=\-\
==\-\
===\-\
The only problem is you zoom up the ladder. Going up the ladder takes the same amt of time as if you just walked the distance of the ladder
Ex. (Walking up the ladder takes the same amt of time as walked the ... distance.)

\-\
=\-\
==\-\
===\-\
..........

Anyway, just make a bunch of little bars closer together than 16 grid points(max space able to walk up) and hold them together with two side pieces.

Not sure if that makes sense...

P.S.
Ignore = signs, they are just to make up for spaces.
[/quote]
Last edited by foralarx2k3 on Wed Nov 21, 2007 12:24 pm, edited 7 times in total.
v1l3
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Post by v1l3 »

Damn! I haven't even downloaded it yet and I'm excited. A while back on the promode forums, Onyx was working on a remake of this map, but he just kinda disappeared when Q4 came out. Nice to see someone make it. There was someone that attempted to make a promode version of this map called pro-ztn2dm3, but the ceiling were to low, which caused alot of headbanging from double-jumps.
I'll say some more when I play it a bit. =>
dichtfux
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Post by dichtfux »

Cool map, though maybe a bit huge for tourney.

Looks good, clean and quake2-ish.

Item placement looks good overall, but I think the MH is a bit too close to the YA.

As some of the corridors are quite long and wide with flat ground and the whole map is rather open, the RG and PG are dominant weapons, so you may at least want to think about placing the RG a bit away from YA/MH since you can get these 3 items within 2 secs atm.

2x cells directly next to the PG also seems a bit too much (especially for vq3) imo, same goes for SG & its ammo.

@v1l3: This version really does not look as if you'll bump your head into the ceiling very often.

I thinks it's not that good for tourney because of the long corridors with even ground, but that's a matter of taste maybe.

Nice work alltogether, I'll keep it (especially for TDM). :icon14:
[color=#FFFFFF][url=http://maps.rcmd.org]my FPS maps[/url][/color]
foralarx2k3
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Post by foralarx2k3 »

Thanks V1l3 and Ditchfux for the words of encouragement and the initial feedback.

I have a tendency to like my tourney maps a little on the larger size. I think a larger map provides for some interesting cat and mouse situations. That said I'm not apposed to a smaller map either I love Kodiak's Lost Forever for example.

Anyways back to the map in question, (yes I remember Onyx was making it, hence I held off doing this and was gutted when he lost his one due to Hard Disk failure).

Right. At the moment I'm totally open to suggestion on Item, Weapon and ammo placement. The map, as it stands, has as near as I could get to the original item, weapon and ammo placements.

I totally agree on the ammo right next to the weapon issue and I am def going to address that one. So all suggestions are welcome atm. Also I'd like anyone that looks at the map to think about if the inclusion of the LG on top of what's there or by replacement would be suited to the map.

On top of that, I'm all ears for a 2v2 (2 yellows and 2 RLs ?) item placement as well as 1v1, and perhaps looking to see if there's any "subtle" changes that can be made to be beneficial to CPMA movement / item (Green Armours, etc, if needed) placement. (At this stage I don't want to be making huge structal changes if I can get away with it).

Ditchfux, I'll be sure and put in those location markers before final release so you know where your team mate is. ;)

Thanks once again.

FoRa!
v1l3
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Post by v1l3 »

Very nice. I had to play the original in my Eraser mod to remind myself of a bit of it, and you've covered it nicely. The ceiling are also low in spots like the other, for some of the ramp jumps on the sides of the stairs. To make it perfect in that sense would kind of rip it apart from what the original looks like...so it's not really a necessary thing..
I don't mind it being on the large size for a duel either, minded that I have always been a fan of cpm14 as a duel map..which is somewhat a huge map for a 1on1's.
I was wondering though, if you would consider trying out the EQ2 & Iikka "Fingers" Keranen's IKBase textures though..since the original didn't even go along with a Q2 feel in looks. I mean...it definitely looks nice, but I have kind of wondered what those textures would do for the map in general.
Overall though...nicely done.
foralarx2k3
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Post by foralarx2k3 »

Glad you like it V1l3. Whilst I'm certainly not apposed to giving it a try it may take me some time to stick another texture set on this puppy.. That's my greatest downfall ... I'm not very good at laying down textures.... (For instance this set took me since the start of Feb to get on there, cause work gets in the way). .... I'm certainly willing to give it a go if you are patient enough to wait for it. (Though I'll back up this one as I kinda like it).

I think I have the fingers ones ... ikbase_etc, right ?

Any chance you can point me in the direction of the EQ2 ones. Or do you mean Evil Liars Texture set 2? (In which case I have that one as well).

FoRa!.
v1l3
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Post by v1l3 »

Yep IKbase...The EQ2 textures are right here.

Yeah..I'm patient if you wanna play around with it =)
foralarx2k3
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Post by foralarx2k3 »

Thanks for the link V1l3. Set downloaded and installed. I'll take a look and see what I can do. May take me a while .. as I said I'm kinda slow on this sorta thing so I'll post back here reguarly so you know I'm still alive aleast :p

FoRa!
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Foo
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Post by Foo »

foralarx2k3 wrote:Glad you like it V1l3. Whilst I'm certainly not apposed to giving it a try it may take me some time to stick another texture set on this puppy.. That's my greatest downfall ... I'm not very good at laying down textures.... (For instance this set took me since the start of Feb to get on there, cause work gets in the way). .... I'm certainly willing to give it a go if you are patient enough to wait for it. (Though I'll back up this one as I kinda like it).

I think I have the fingers ones ... ikbase_etc, right ?

Any chance you can point me in the direction of the EQ2 ones. Or do you mean Evil Liars Texture set 2? (In which case I have that one as well).

FoRa!.
Radiant's find/replace texture function is awesome for this :D
foralarx2k3
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Post by foralarx2k3 »

It's not the find/replace I have trouble with, it's the linning them up, sizing them and just the general vision to know what texture goes next to which other one :p
foralarx2k3
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Re: Q3 Map: The Rage (Yes The ZTN One)

Post by foralarx2k3 »

v1l3 wrote:Well...maybe now you should put the map back in there and finish it up! :D
Well maybe I will :)

Actually, I did start tinkering with it, but the lost interest.. as you can see from the screenie here.

Edit: Image Link Removed As No Longer Required.

... but seeing as I've got the bug again... well wish me luck cause here goes.

As of right now this project is back under way with a retexture jobby. If anyone wants to make design suggestions .. bearing in mind I'm recreating ZTN's map, and I want to remain pretty faithful. Then right now is the time to make them.

PS. The map will probably not keep the textures as seen in the screenie above, so it's pointless commenting on the textures you see in the screenie at this stage.

Thanks Fora.
Last edited by foralarx2k3 on Tue Nov 20, 2007 11:49 pm, edited 1 time in total.
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 Map: The Rage (Yes The ZTN One)

Post by evillair »

I like this map, nice job

Good luck with the retexturing. I remade those textures because I always loved ZTN's q2 maps. :)
[url=http://evillair.net/v4]evillair.net[/url]
dichtfux
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Re: Q3 Map: The Rage (Yes The ZTN One)

Post by dichtfux »

Yeah, he made some really cool maps.
[color=#FFFFFF][url=http://maps.rcmd.org]my FPS maps[/url][/color]
APM
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Re: Q3 Map: The Rage (Yes The ZTN One)

Post by APM »

Aaways loved playing this map in quake 2.
cant wait for this one!
evillair
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Re: Q3 Map: The Rage (Yes The ZTN One)

Post by evillair »

Any updates on this map? :)
[url=http://evillair.net/v4]evillair.net[/url]
Fjoggs
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Re: Q3 Map: The Rage (Yes The ZTN One)

Post by Fjoggs »

I thought the original shot he posted looked cool and original. :shrug:
foralarx2k3
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Re: Q3 Map: The Rage (Yes The ZTN One)

Post by foralarx2k3 »

Hey,

This map is def. still on the cooking pot. But bear with me a little longer. Real life has been incredibly busy since last Thursday. I have my folks staying over so I'm only managing to get a little bit of time at the PC. It took me ages to settle on a texture for the lower and middle floor sections ... whilst also deciding to go back to the original texture I had in the original release for the upper floor.

Anyways here's a quick teaser shot from the RG ledge. I completely rebuilt those stairs in the picture having reloaded the original in Quake 2 and I'm pretty pleased with them. (Small things I know). I'll be working on the lift shaft and platform just around the corner and to the left of the RG platform from the point of view you have in this picture next.

Edit: Image Link Removed As No Longer Required.

Once the folks go on Tuesday, things should move a lot quicker.

Oh btw Fjoggs.. I still have the version in the original as a seperate map. I may release both versions so peeps can have a choice, we'll see, though I'm kinda liking the new one with the EQ2 texture set. ... anyways ... ever onwards...
Last edited by foralarx2k3 on Tue Nov 20, 2007 11:50 pm, edited 1 time in total.
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]
dichtfux
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Re: Q3 Map: The Rage (Yes The ZTN One)

Post by dichtfux »

foralarx2k3 wrote:I still have the version in the original as a seperate map. I may release both versions so peeps can have a choice
That would be cool! I really liked the texturing of the first version and I'd be interested in that version, too (plus there's enough EQ2 maps imo).
[color=#FFFFFF][url=http://maps.rcmd.org]my FPS maps[/url][/color]
xfoo
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Re: Q3 Map: The Rage (Yes The ZTN One)

Post by xfoo »

Looks pretty nice.

The sizing feels off in a few spots, for example the mega ledge could be made tighter to make it riskier to sit at.

Also the ramp / trick jump below rail does not reach all the way to the wall, and thus appears to be floating in mid-air when looked at from the side.

Long hallways with nothing in them make baby jesus cry :(
foralarx2k3
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Re: Q3 Map: The Rage (Yes The ZTN One)

Post by foralarx2k3 »

Thanks for the feedback guys. Think I might have to do that then.

@xfoo. Thanks for the feedback, I'll take it under advisement, and see what I can do.

Re: The long upper hallway between the upper area and the rear corridor to the red armour from the upper level.

These are both actually barren like that in the original map. I remember seeing comments on this when ZTN released the map. ZTN made a statement along the lines of his intent had been to keep the action in the main two areas and to discourage players from camping out in those corridors. Having played the map more times than I care to remember back in the days of the reign of the 56K modem. I can kinda understand where ZTN was coming from. But ....

It doesn't stop us from playing with the movement of items and weapons once I finally have the textures etc nailed. After all the ramp/trick jump is not in the original, and neither is the sticky out ledge by the RL or the sticky out light on the front of the RG giving access to the RG from the lower level. I added them all to take advantage of the newer games physics and to speed up the game. I have been thinking of adding in the LG and another RL plus I spotted I'd missed the MG ammo out.

If anyone wants to provide feedback on item placement .. then by all means please do. And thanks all for the interest and support.
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]
foralarx2k3
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Re: Q3 Map: The Rage (Yes The ZTN One)

Post by foralarx2k3 »

Excuse the double post.. quick update.

.. Completed the lift area.
.. Completed the upper floor MH area also made it smaller as per Xfoo's suggestion.
.. Moved trick jump / ramp panel thingy so it's touching the wall (Thanks for spotting that Xfoo).
.. Changed the floor texture yet again. Found a much better one, in one of EL's earlier texture packs.
.. Resized the GA area slightly to make it more inline with the original.

Couple of quick screenies:-

Edit: Image Links Removed As No Longer Required.
Last edited by foralarx2k3 on Tue Nov 20, 2007 11:51 pm, edited 1 time in total.
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]
foralarx2k3
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Re: Q3 Map: The Rage (Yes The ZTN One)

Post by foralarx2k3 »

EQ2 Version is up at last... see first post in this thread for screenies and download link :)
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 Map: The Rage (Yes The ZTN One) - EQ2 Version Link Added

Post by Fjoggs »

You've comed along way fora. Glad to see your mapping skills progressing :)
Downloading now
foralarx2k3
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Re: Q3 Map: The Rage (Yes The ZTN One) - EQ2 Version Link Added

Post by foralarx2k3 »

Thanks dude, in my haste to post it last night I forgot to switch back in the Greenarmour where the health is on the lower level across from the rail gun and shot gun. (You can see it in one of the dev. pictures). Anyways, I think what I'm looking for now really unless there's any obviously annoying texture errors is feedback on getting sorted for a item layout.

For me it def. needs to be mixed up a little as this will encourage more movement around the map. I also think the LG and a second RL wouldn't go amiss, or be over the top. Gonna have a think on that one a little anyways.
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 Map: The Rage (Yes The ZTN One) - EQ2 Version Link Added

Post by v1l3 »

Ah Yeah! See now..that's what I'm talkin about >:D I'm now glad I popped in that request :D Very nice re-dressed map. I knew it would look good, but I'm gonna have to put this one on the remake charts man... I had a question though, there is a little step on the first version right in front of the RL so that allows you to do a little double jump up to it... You took it out on this one?
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