[Alpha] pukka3tourney6

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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sumatra
Posts: 325
Joined: Sat Feb 12, 2005 10:02 pm

[Alpha] pukka3tourney6

Post by sumatra »

EDIT:

I put in a new Alpha (after a few month now :cool: ).
Please scroll down to check my new post..

Thanks.
Last edited by sumatra on Fri May 01, 2009 10:05 pm, edited 2 times in total.
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^misantropia^
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Re: [Alpha] pukka3tourney6

Post by ^misantropia^ »

God willing, I'll give it a run against my co-workers tomorrow. You wouldn't happen to have tested it in OA for standaloniness?
sumatra
Posts: 325
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Re: [Alpha] pukka3tourney6

Post by sumatra »

^misantropia^ wrote:God willing, I'll give it a run against my co-workers tomorrow.
Looking forward for feedback. It seems to be very helpful to have co-workers playing cpma :cool: ..
^misantropia^ wrote:You wouldn't happen to have tested it in OA for standaloniness?
OA?! :question:
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^misantropia^
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Re: [Alpha] pukka3tourney6

Post by ^misantropia^ »

sumatra
Posts: 325
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Re: [Alpha] pukka3tourney6

Post by sumatra »

:)
Well, I haven't heard of this game yet. Thanks for the hint.
But unfortunately I can't load the site at the moment. I'll try it later again.

For vanilla gameplay the map isn't optmised yet. So the MH is only reachable with a rocketjump atm...
Thanks for any feedback in advance..
[url=http://www.pukkadesign.com][color=#41c0eb]..::pukkadesign.com[/color][/url]
v1l3
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Re: [Alpha] pukka3tourney6

Post by v1l3 »

A New Map!

When going through the tele below the RL, I end up banging my head when coming out the other side...plus it'd be nice if you made that walkway more connective to that part of the map, rather than it just being a tele exit walkway. When tele-jumping through the tele behind the SG, I come flying out too far to make a touchdown to the ground to be able to bounce up to do an air-strafe around the wall there up to the MH. It's a makeable jump if you get the footing just perfect without going through the tele to do so, but in bouncing around the map when I came into that area the footing just never seemed to line up right to be able to make that air-strafe..unless my promode movement has gone to shit.
I like alot of the movement other than that.. I can tell it's going to look good also. There hasn't been many promode maps being made these days..it's nice to see another one being made.

-Oh and that levelshot is great :D
dichtfux
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Re: [Alpha] pukka3tourney6

Post by dichtfux »

Left a comment at levelmakers.
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sumatra
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Re: [Alpha] pukka3tourney6

Post by sumatra »

Well, the more I play this map the more it confuses me.
I don't like the layout as it is atm. Especially the telporters are confusing and destroy the fights.
Also the MH spot doesnt work and is too close to the RA area.
I think I have to start from scratch and put some elemnts of the current layout in.

Maybe you got still some feedback though. Just post it in here.
I think of misantropia i.e...
The map itself will change, but also be part of the current alpha3.

Thanks in advance.

P.S. If you got thoughts to my turn, let me know..
[url=http://www.pukkadesign.com][color=#41c0eb]..::pukkadesign.com[/color][/url]
ShadoW_86
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Re: [Alpha] pukka3tourney6

Post by ShadoW_86 »

dichtfux wrote:Left a comment at levelmakers.
same here :)
[url]http://shadowsdomain.wordpress.com/[/url]
sumatra
Posts: 325
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Re: [Alpha] pukka3tourney6

Post by sumatra »

Alpha 14

If you remember the old alphalayout, you will recognize just a few similarities.
I almost started from scratch with this new layout, got some spin..

I need feedback especially on the gameplay of the structural floorplan.
I just put in the items as they could work, but there is no bigger sense behind that placement.
First of all I want to finish the strucural part. I'm still not satisfied with the result of the Rocketlauncher/Jumppad-area.
There is something weird. Also the long stairs connecting to the RA-room.
Maybe you got some handy ideas..

Itemlayout: RA, YA, MH, GA
Weaponlayout: 2 RL, LG, PG, SG, GL, (NO RG)

I don't know. I put his piece together in a few evenings.

Thanks in advance for any feeback.

Here 2 screenshots, just to get an idea of the layout...

Image

Image


cheers sum!
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Captain a13n
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Re: [Alpha] pukka3tourney6

Post by Captain a13n »

I'm still banned, and need to talk to admins and get unbanned before I can post.
Last edited by Captain a13n on Sat May 02, 2009 11:55 am, edited 1 time in total.
sumatra
Posts: 325
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Re: [Alpha] pukka3tourney6

Post by sumatra »

Great. Even greater to see that t-rex is also able to play the map... :dork:
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scythe
Posts: 66
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Re: [Alpha] pukka3tourney6

Post by scythe »

It may be a problem on my end, but I'm missing all of your wall textures.

Bot play was okay, a little spammy and they tended to hang around the bottom floor/RL area. No big surprises there. It was still fun dropping grenades on their heads.

Layout wise, it felt pretty good, maybe a little too dependent on narrow hallways, but the atriums were nicely designed. I actually liked the long stairs in the RA room.

I didn't like the megahealth dead end. I guess I've just seen that trick with the water done too many times.
sumatra
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Re: [Alpha] pukka3tourney6

Post by sumatra »

Sorry, but the missing textures are my fault. Some idiot created a new base_wall texturefolder with additional textures in a custom map..

Here the new Donwload:

http://uploaded.to/file/jjtemt
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sumatra
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Re: [Alpha] pukka3tourney6

Post by sumatra »

I'm really rusted regarding leveldesign, did some major noob mistakes. :cry:
Some textures were missing.

Now Alpha15 is ready for download.
Hope you don't mind and give it a run though..

Any feedback still appreciated. :up: :up:
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v1l3
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Re: [Alpha] pukka3tourney6

Post by v1l3 »

Very impressive layout..nice to see a map with a promode set-up these days. Everything lines up nice..I think the weapon spawnpoints are nice..unless someone thinks otherwise. The map put a smile on my face, I can see playing it alot. The looks though..aside from it being just a couple of textures..I could see it turning into someone visually great..when looking at your pukka3tourney2 abilities for example..but who knows whether your gonna keep it simple..doesn't matter=)

I like it though
scythe
Posts: 66
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Re: [Alpha] pukka3tourney6

Post by scythe »

The more I play this map the more I like it. The textures help a bit as well =]

Weapon and item spawns felt good to me. I might move one of those +25 health by the GL to the bottom floor, but that's about it.

The jumppad feels a little unfocused, personally, I'd have it nudge the player toward the RL a bit more. Seems like it would feel better.
sumatra
Posts: 325
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Re: [Alpha] pukka3tourney6

Post by sumatra »

Thanks for the feedback. I think, I'll give the upper area a bit more weight, maybe with an item. But generally I want to keep the structural layout as it is. Glad you also think so.
I'll keep the visual concept simple, with some self-made textures and a colorconcept to support the learning curve of this map. I'll keep you posted as soon as I finsihed a first beta. If you still have any feedback regarding stuff aside from the floorplan, keep them coming.

I hope I can come up with a beta soon.
Cheers! :cool:
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sumatra
Posts: 325
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Re: [Alpha] pukka3tourney6

Post by sumatra »

If someone wants to play online:
spirit wrote:I added your map to the server. Just /connect airrocket.net and callvote for it.
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