Q (phdm2) - BETA 2 *UPDATE #4*
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- Posts: 494
- Joined: Tue Mar 31, 2009 11:14 am
Re: Q (phtourney1) - BETA 2
I'm glad to finally hear what other people are thinking about Q's gameplay. I am definitely aware that the map is too open. My neighbors and I only fully realized this after the alpha and most of the geometry had been done, so major floorplan changes were not enticing. This is also the reason I threw the RL tele into the map. It was so easy to get pinned down there with absolutely no where to hide, so this was the only escape route I could think of. Wanting even more cover, I tried adding a small lower floor room under the YA with the bouncer going up behind the tower, but that created more problems than it fixed. Even the littlest changes take a lot of time to add when a map is in this state, so I eventually gave up trying.
I hadn't made the leap that openness reduces strategy, and little strategy means dull tourney play. I'm glad you guys have pointed this out. This seems to be the biggest lesson in gameplay the map has to offer. So maybe Q isn't the tourney map I had imagined; I guess I can live with that. It's still fast and unique and people seem to have a lot of fun playing it regardless. So let's start talking some FFA theory, because I want to fully commit to this new game mode.
Sock, I've been thinking a lot about incorporating the secret area as another main tier ever since you mentioned it a few days ago; I have no problem with cramming the whole secret into its first part. However, as you also mentioned today, I've already invested a lot of geometry in this map that I'm very happy with, so I'm going to need very good reason to make drastic changes. Right now there are some things holding me back.
1. The secret area is completely cut off from the rest of the map. You can't see anything else from there. It would need to hold some really inviting items to get people to go. I'm all for adding cover but this is maybe a little too far in that direction, almost unnaturally so, as if I was trying to find a cheap fix for the flaws of the other 3/4ths of the map.
2. Opening up the underside of the map through the floors is a potential framerate killer. Right now I've got it so that the detail down there is blocked most of the time, but that will change if I start adding dropdowns anywhere but off the sides.
3. This change is more of a tourney motivated one. In FFA mode, which I am now designing gameplay for, the problems outlined in #1 would only be exaggerated. Anyone who goes down there would have to leave all that action up above.
4. I'm getting a little antsy to kick this one out the door and start something new. I agree that it would probably be better to learn from this and move on.
Now for item placement...
I'm trying to think of ways to break up the MH/YA combo. What I'd really like is to have these two items on opposite sides of the map, which means one of them has to be where the battle suit is. I'll have to think this through more before I suggest anything, but I know I also want the lower floor to be a more frequent stop. It has a lot more cover than the other areas and if people navigated though the map this way more maybe they wouldn't feel so left out in the open. Perhaps a 50 health and a YA would fit, or some other combo that will spawn in often.
I'm also thinking about putting in a second SG or RL (maybe on the YA tower). Given the map's size, it might look a little silly, but it will probably need it for larger games. I wish I could add a totally different weapon but I don't see any candidates. PG isn't good in wide open situations and RG is way too powerful, as I've said before.
I'll probably post more later after more thought. This unforeseen change of events has actually brought new life to the map in my eyes. It's exciting to finally see some new possibilities for item placement! Especially after nothing was working for so long when gearing towards tourney play.
Thanks for your thoughts, guys - especially Sock, I can't tell you what a big help you have been in the production of this map.
-pat
P.S. "I'll play this one with 2 friends in the afternoon." Awesome! It's really cool to imagine other people actually getting together and playing my maps.
I hadn't made the leap that openness reduces strategy, and little strategy means dull tourney play. I'm glad you guys have pointed this out. This seems to be the biggest lesson in gameplay the map has to offer. So maybe Q isn't the tourney map I had imagined; I guess I can live with that. It's still fast and unique and people seem to have a lot of fun playing it regardless. So let's start talking some FFA theory, because I want to fully commit to this new game mode.
Sock, I've been thinking a lot about incorporating the secret area as another main tier ever since you mentioned it a few days ago; I have no problem with cramming the whole secret into its first part. However, as you also mentioned today, I've already invested a lot of geometry in this map that I'm very happy with, so I'm going to need very good reason to make drastic changes. Right now there are some things holding me back.
1. The secret area is completely cut off from the rest of the map. You can't see anything else from there. It would need to hold some really inviting items to get people to go. I'm all for adding cover but this is maybe a little too far in that direction, almost unnaturally so, as if I was trying to find a cheap fix for the flaws of the other 3/4ths of the map.
2. Opening up the underside of the map through the floors is a potential framerate killer. Right now I've got it so that the detail down there is blocked most of the time, but that will change if I start adding dropdowns anywhere but off the sides.
3. This change is more of a tourney motivated one. In FFA mode, which I am now designing gameplay for, the problems outlined in #1 would only be exaggerated. Anyone who goes down there would have to leave all that action up above.
4. I'm getting a little antsy to kick this one out the door and start something new. I agree that it would probably be better to learn from this and move on.
Now for item placement...
I'm trying to think of ways to break up the MH/YA combo. What I'd really like is to have these two items on opposite sides of the map, which means one of them has to be where the battle suit is. I'll have to think this through more before I suggest anything, but I know I also want the lower floor to be a more frequent stop. It has a lot more cover than the other areas and if people navigated though the map this way more maybe they wouldn't feel so left out in the open. Perhaps a 50 health and a YA would fit, or some other combo that will spawn in often.
I'm also thinking about putting in a second SG or RL (maybe on the YA tower). Given the map's size, it might look a little silly, but it will probably need it for larger games. I wish I could add a totally different weapon but I don't see any candidates. PG isn't good in wide open situations and RG is way too powerful, as I've said before.
I'll probably post more later after more thought. This unforeseen change of events has actually brought new life to the map in my eyes. It's exciting to finally see some new possibilities for item placement! Especially after nothing was working for so long when gearing towards tourney play.
Thanks for your thoughts, guys - especially Sock, I can't tell you what a big help you have been in the production of this map.
-pat
P.S. "I'll play this one with 2 friends in the afternoon." Awesome! It's really cool to imagine other people actually getting together and playing my maps.
Re: Q (phtourney1) - BETA 2
I completely understand that you want to get the map out the door, and IMO it is time for it. The more you would possibly add, the more deluded the original ideas will get.
Personally, I'd go for an all-out fun FFA map, some ideas to up the fun a bit more:
The med level grates you added have one issue, BTW, you cannot use the RL's weapon splash, on this largest flat combat area in the map. Making the RL a *lot* less useful here. Maybe consider to weapon clip off all those grates, because no one *ever* shoots through the grates in a fast-paced game, anyway.
Observation: Vertical gameplay is usually overrated... most bot fights happen on the med level where the RP is. So that level works well, alas the other "useful" large flat area, the SG lower level is not used much.
Sock, is going to hate my suggestions
Pat, would it be OK if I did an experimental edit of your map? (strictly as a q3w test). I know most of my ideas are not really valid for your vision of the map, but it would be fun to see if my ideas work at all.
Update:
Personally, I'd go for an all-out fun FFA map, some ideas to up the fun a bit more:
- I know folks will not want to hear it, but the fun part are bots, so if they work well enough, and you as a player find the pathing interesting enough... all is good. IMO, this pretty much works already.
- You still die really quickly when Hunter has the LG in hand, so I'd skip any of the seemingly differentiated item placement and go for quick and easy survival of the player, who is wide open to attacks... this means:
- Lots of health and no sissy YA
.
- Instead of the YA, use the RA... you never live that long to make the YA really useful.
- Remove the BS... never found it useful.
- Place the MH where the BS was, this way this area has more visits, because of higher respawn frequency.
- The 50H near the BS, move is onto the roofs near the LG (AP destination from the BS).
- Add a Quad
... where the SG is, for more action and extra fun frenzy down there.
- Put the SG where the MH used to be.
- Lots of health and no sissy YA
- The map has bounce, but I never really felt the JP up to the YA from the med level (was required). You use the JP near the SG instead, or you use the RL AP JP to get to the YA.
- I *really* feel that another AP up where the YA is, towards the BS platform would help, give the map an upper level "bounce path". You can then RL AP JP, then YA AP, then BS AP. Fast and furious air travel.
- YA to BS AP has the RG hanging in the air.
- You might want to think of another JP hole up were the YA is, to have an alternate way to get "down" without jumping... maybe.
- The netting, at the edge of the platform near the SG, could also be used as cushion, would make sense IMO.
The med level grates you added have one issue, BTW, you cannot use the RL's weapon splash, on this largest flat combat area in the map. Making the RL a *lot* less useful here. Maybe consider to weapon clip off all those grates, because no one *ever* shoots through the grates in a fast-paced game, anyway.
Observation: Vertical gameplay is usually overrated... most bot fights happen on the med level where the RP is. So that level works well, alas the other "useful" large flat area, the SG lower level is not used much.
Sock, is going to hate my suggestions

Pat, would it be OK if I did an experimental edit of your map? (strictly as a q3w test). I know most of my ideas are not really valid for your vision of the map, but it would be fun to see if my ideas work at all.
Update:
- I got suck in the Q3 banner when using the AP to get to the BS, twice. Using a patch as playerclip, as Sock pointed out seems to be problematic. You may need to approximate the clipping with brushes.
- Still some sparklies in the bobbing banner think.
Re: Q (phtourney1) - BETA 2
i think this map would play really well in promode with rl and lg
[url=https://github.com/Garux/netradiant-custom]NRC[/url]
[url=https://defrag.racing/]Defrag[/url]
[url=http://ws.q3df.org/]Q3 Map Archive[/url]
[url=https://defrag.racing/]Defrag[/url]
[url=http://ws.q3df.org/]Q3 Map Archive[/url]
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Re: Q (phtourney1) - BETA 2
So all this tourney/FFA discussion has gotten me reading some gameplay guides that I found recently. I thought I knew generally all there was to know about tourney gameplay - boy, was I wrong. I'm beginning to realize that Q, in it's current state, is a terrible tourney map for bigger reasons than just the openness/lack of strategy. My IP (item placement) is totally off. I have a battle suit on one end of the map and an easy MH/YA combo on the other. Health seems to be placed pretty arbitrarily and weapons are stacked in one corner. A total item overhaul is definitely in order. Below you can read about the IP I've been mulling over for the last day or so. (I'm actually not home right now, so I've been doing it all in my head.) It's still a work in progress, but I'm starting to get a feel for the nature of each section of the map.
Before I start, I'll just say once more that I am designing the IP for FFA first, tourney second. Unfortunately the guides I have been reading have been geared towards tourney strategy so my FFA theory is probably a little flawed right now, but here are some observations:
Basically it seems to me like in FFA, many of the same concepts apply, but they really have to be exaggerated to work...
- People won't leave the action to grab a YA.
- Map control is much tougher for each individual player to achieve.
- The penalty for death is much less severe, so things are much less strategic.
- Most people just pick up a weapon and then barrel into the action. Thus, Players are motivated primarily by the weapons.
- Armor comes with greater opportunity cost (missed action) so it is only pursued when easily accessible or during lulls in the action.
- Finally, power-ups are now acceptable, and everyone but the really down players will go for them when they spawn in.
If anyone cares to elaborate on FFA theory, or point out if there are any flaws in my above logic, please, PLEASE do! I'm currently really interested in all this stuff right now. I used to think gameplay was kind of mysterious - something that had to be felt and could only be perfected through trial and error, but now I see it's much more of a science. This is all very exciting. Also, if anyone knows of any good FFA guides then drop me a link. So far I've only read the CPMA competitive gameplay guide and all of Lunaran's stuff.
Okay, now for some Q specific stuff. I've broken the map into sections in order to better understand each area's purpose. Here's a picture:

Sorry you can't see the double bouncer or the curve the RA platform. These are bobbing entities and I had to take the picture outside of the map.
So the RED section is my recovery area. It has by far the most cover (actually, the only cover). It contains a lot of health for the down players - I want at least 100, so right now there are two 25s and a 50. Players also get a shotgun if they spawn down there. The YA is below the drop down, and when combined with the MH should provide a good counter for the RA. I know this is more of a tourney thing, but I think that's OK.
Conversely, the GREEN section is meant for the up players in comfortable situations looking for more power. I have found the LG can be very effective in FFA games when people aren't making as much of an effort to stay out of its range. The RA is in a pretty isolated spot and players who have their weapons/health under control should go for it.
The YELLOW section seems to be the center of all the action. This makes sense I guess, as it's in the middle of the map both on the XY plane and on the Z axis. I must say though that I base this only on recent games with bots. Also, in the version I was playing, there is the RL there, which many players flock to gib each other with. I'm thinking I want one weapon here and not too much health. If players want to recover, they can escape to the RED section via the teleport or to the BLUE section via the double bouncer.
The BLUE section offers players the option to stock up before they enter the action with the MH and the only RL. It's similar to the RA platform but is designed for players who have recently spawned in and haven't committed to fighting yet. It can also be reached directly by the YELLOW section via the double bouncer but I'm not 100% confident that people will use this very much. (See questions.)
The PINK section is really the only place I'm not sure about. It's just outside of the action and doesn't really serve much purpose. Players may be shoved from the YELLOW section into here on occasion but I can't see anyone going there voluntarily. (See questions.)
Questions:
- The YELLOW section, should there be an RL or an SG there? I kind of like having an SG there because it gives the BLUE section more purpose by containing the only RL. Then again having an RL there makes for some pretty crazy fun battles.
- What do you think about health for the YELLOW section. Should there be none at all, giving the RED section more purpose as a recovery area, or would that be too harsh? I'm thinking a 25 or two might be good so players don't die too quickly. This seems to be the center of the "fun" so I don't think having a little easily accessible health is a bad thing.
- One last thing on the YELLOW section: I'm not really sure how many people would use the double bouncer to leave the action and go get the MH/RL. If they want to recover, I think they should have to go to the RED section. Someone mentioned floating a power-up high in the center of the map that could only be reached by this bouncer. I'm not eager to do this, though, as it would take a lot away from the tourney gameplay and only add a little to the FFA. Plus, if I was going to have a power-up, I'd want it to be in an open area with lots of competition between players for it. In this case it's simply the first person off the double gets it uncontested. Any other ideas to give this bouncer more purpose in FFA?
- Hmmm, what to do with the PINK section? I have a line of shards and two 25s in the corner there right now just to balance things a little. It offers a secondary bouncer up to the BLUE section, and a secondary bouncer up to the LG, but it lacks any kind of unique purpose. It's probably the weakest point of the map right now. Perhaps a power-up could randomly spawn in there to create a mad dash from the YELLOW section. That might make for some fun shifts in focus.
Alright, that's it for now. I'm sorry these most recent posts have been so lengthy, but with the change of game mode there is a lot of important stuff to go over right now. Plus this thread seems to consist of a small number of people offering a large amount of feedback so I think it's worth getting everything out there.
P.S. How do you tolerate all the color-coding you do? This post was so annoying to format! I should find/replace for future stuff like this
.
-pat
Before I start, I'll just say once more that I am designing the IP for FFA first, tourney second. Unfortunately the guides I have been reading have been geared towards tourney strategy so my FFA theory is probably a little flawed right now, but here are some observations:
Basically it seems to me like in FFA, many of the same concepts apply, but they really have to be exaggerated to work...
- People won't leave the action to grab a YA.
- Map control is much tougher for each individual player to achieve.
- The penalty for death is much less severe, so things are much less strategic.
- Most people just pick up a weapon and then barrel into the action. Thus, Players are motivated primarily by the weapons.
- Armor comes with greater opportunity cost (missed action) so it is only pursued when easily accessible or during lulls in the action.
- Finally, power-ups are now acceptable, and everyone but the really down players will go for them when they spawn in.
If anyone cares to elaborate on FFA theory, or point out if there are any flaws in my above logic, please, PLEASE do! I'm currently really interested in all this stuff right now. I used to think gameplay was kind of mysterious - something that had to be felt and could only be perfected through trial and error, but now I see it's much more of a science. This is all very exciting. Also, if anyone knows of any good FFA guides then drop me a link. So far I've only read the CPMA competitive gameplay guide and all of Lunaran's stuff.
Okay, now for some Q specific stuff. I've broken the map into sections in order to better understand each area's purpose. Here's a picture:

Sorry you can't see the double bouncer or the curve the RA platform. These are bobbing entities and I had to take the picture outside of the map.
So the RED section is my recovery area. It has by far the most cover (actually, the only cover). It contains a lot of health for the down players - I want at least 100, so right now there are two 25s and a 50. Players also get a shotgun if they spawn down there. The YA is below the drop down, and when combined with the MH should provide a good counter for the RA. I know this is more of a tourney thing, but I think that's OK.
Conversely, the GREEN section is meant for the up players in comfortable situations looking for more power. I have found the LG can be very effective in FFA games when people aren't making as much of an effort to stay out of its range. The RA is in a pretty isolated spot and players who have their weapons/health under control should go for it.
The YELLOW section seems to be the center of all the action. This makes sense I guess, as it's in the middle of the map both on the XY plane and on the Z axis. I must say though that I base this only on recent games with bots. Also, in the version I was playing, there is the RL there, which many players flock to gib each other with. I'm thinking I want one weapon here and not too much health. If players want to recover, they can escape to the RED section via the teleport or to the BLUE section via the double bouncer.
The BLUE section offers players the option to stock up before they enter the action with the MH and the only RL. It's similar to the RA platform but is designed for players who have recently spawned in and haven't committed to fighting yet. It can also be reached directly by the YELLOW section via the double bouncer but I'm not 100% confident that people will use this very much. (See questions.)
The PINK section is really the only place I'm not sure about. It's just outside of the action and doesn't really serve much purpose. Players may be shoved from the YELLOW section into here on occasion but I can't see anyone going there voluntarily. (See questions.)
Questions:
- The YELLOW section, should there be an RL or an SG there? I kind of like having an SG there because it gives the BLUE section more purpose by containing the only RL. Then again having an RL there makes for some pretty crazy fun battles.
- What do you think about health for the YELLOW section. Should there be none at all, giving the RED section more purpose as a recovery area, or would that be too harsh? I'm thinking a 25 or two might be good so players don't die too quickly. This seems to be the center of the "fun" so I don't think having a little easily accessible health is a bad thing.
- One last thing on the YELLOW section: I'm not really sure how many people would use the double bouncer to leave the action and go get the MH/RL. If they want to recover, I think they should have to go to the RED section. Someone mentioned floating a power-up high in the center of the map that could only be reached by this bouncer. I'm not eager to do this, though, as it would take a lot away from the tourney gameplay and only add a little to the FFA. Plus, if I was going to have a power-up, I'd want it to be in an open area with lots of competition between players for it. In this case it's simply the first person off the double gets it uncontested. Any other ideas to give this bouncer more purpose in FFA?
- Hmmm, what to do with the PINK section? I have a line of shards and two 25s in the corner there right now just to balance things a little. It offers a secondary bouncer up to the BLUE section, and a secondary bouncer up to the LG, but it lacks any kind of unique purpose. It's probably the weakest point of the map right now. Perhaps a power-up could randomly spawn in there to create a mad dash from the YELLOW section. That might make for some fun shifts in focus.
Alright, that's it for now. I'm sorry these most recent posts have been so lengthy, but with the change of game mode there is a lot of important stuff to go over right now. Plus this thread seems to consist of a small number of people offering a large amount of feedback so I think it's worth getting everything out there.
Couldn't hurt, right? I'm looking forward to see what you come up with.AEon wrote:Pat, would it be OK if I did an experimental edit of your map?
There is a very do-able double jump from the BLUE section right to the foot of the curvy bouncer to the RA platform. I think this is more than enough. You're suggestion would make getting the top three most powerful items in the map a cinch.AEon wrote:I *really* feel that another AP up where the YA is, towards the BS platform would help
P.S. How do you tolerate all the color-coding you do? This post was so annoying to format! I should find/replace for future stuff like this

-pat
Re: Q (phtourney1) - BETA 2
Thoughts:
Technically you have to count the PINK area to the YELLOW area, since it's all on the same level. Maybe on the way to the AP leading to the RA, another 25H.
Double bouncer - meaning
You are probably aware of this, but the double bouncer is *the* fun feature in your map, so giving it meaning is important to keep the player "liking" to use it. IMO, I would put a Quad up in the sky, only reachable via double bouncer. The MH at the other end (in my IP with SG up there), should be motivation enough to leave the YELLOW area action to replenish health.
Here a possible alternate IP (item placement)... might be over-weaponed... as always every idea is only as good as the next one that comes up:

P.P.S. You are right I checked the AP from the MH in the editor, not a good idea.
- Every time I try to "simply" change your map I am reminded how complex it actually is. I did a quick test edit removed all the lower plank ways under the map (those really are quite beautiful), removed the switch logic, all hint brushes, and the simply opened the control room. Not sure if this will yield anything useful, though.
- Just as a thought, a open control room would add some interesting cover, room for nifty items (or a weapon), and via TP you could tactically exit.
- Simply for discussion... I was thinking about expanding your RED area, e.g. extrude the YA JP, then have a path on that level run around the GREEN area above. The idea would be to give the players more horizontal space and fighting area.
- IMO, it should work better if you swapped the RL with the RED SG... that way everyone will go for the RL down there, with a lot of "potential splatter" fun on that level. Plus the SG is the "Railgun for the poor", and is IMO better suited next to the MH up there. Or you'd get RL camping next to the MH...
- You may try to place some shards and 5H on the question mark (GREEN) to give the player something to pick up.
- As I commented in another map, the RL and PG are the weapons the bots and usually also players flock to. Since you want to keep action on the YELLOW level, you may what to test using a PG instead of the SG here. This will attract bots to the lower level RL, and also to the med level PG, and finally to the upper level LG. At med range the PG should be quite powerful.
- You might consider, moving the YELLOW SG (the one that is now a PG
), to the RA platform, and add a respawn point there. This way a "outside" player will have a weapon, to enter the action, plus potentially a RA. To make that platform less of a gimmick, enlarging is by 25% might really be a good thing, to give the player there some room, should not be difficult build-wise, and should also not impact the r_speeds significantly, I think.
- Since the "PG" and the LG are again close to each other, it might be better to place the PG where you have the JP in the PINK area, move the JP closer to the GREEN lower end of the question mark. This would make the area very significant. Presently, you visit the PINK to get the "dangerous" (because near the maps edge) health.
Technically you have to count the PINK area to the YELLOW area, since it's all on the same level. Maybe on the way to the AP leading to the RA, another 25H.
Double bouncer - meaning
You are probably aware of this, but the double bouncer is *the* fun feature in your map, so giving it meaning is important to keep the player "liking" to use it. IMO, I would put a Quad up in the sky, only reachable via double bouncer. The MH at the other end (in my IP with SG up there), should be motivation enough to leave the YELLOW area action to replenish health.
Here a possible alternate IP (item placement)... might be over-weaponed... as always every idea is only as good as the next one that comes up:

P.P.S. You are right I checked the AP from the MH in the editor, not a good idea.
Re: Q (phtourney1) - BETA 2
I wanna get in on this discussion, is the latest version the one in the top?
Q3Map2 2516 -> http://www.zfight.com/misc/files/q3/q3map_2.5.16_win32_x86.zip
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
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- Posts: 494
- Joined: Tue Mar 31, 2009 11:14 am
Re: Q (phtourney1) - BETA 2
@Hipshot, no, the link at the top still has my crappy tourney IP. I've been away on vaca. recently so I can't get to my lappy until the end of the day and for a short time only, but maybe I'll get to it tonight or tomorrow. For any other newcomers, just about all the relevant gameplay discussion resides in the last few posts, so don't feel like you're missing anything if you haven't read all the earlier stuff (it's mostly techinical).
I've included the .map files though, so if any of you don't want to wait you could test things on your own.
P.S. AEon, your ideas are giving me a lot to think about. Expanding some areas is starting to look very enticing, though it may ruin the scale and realism of some of my structures, so I have to be careful... Oh yeah, and I'm def. gonna cushion the fence guards. That's a good idea.
Gotta go, later,
-pat
I've included the .map files though, so if any of you don't want to wait you could test things on your own.
P.S. AEon, your ideas are giving me a lot to think about. Expanding some areas is starting to look very enticing, though it may ruin the scale and realism of some of my structures, so I have to be careful... Oh yeah, and I'm def. gonna cushion the fence guards. That's a good idea.
Gotta go, later,
-pat
Re: Q (phtourney1) - BETA 2
Ok. I know you want gameplay suggestions here, but I can't really - I just need to agree with sock here, it's a great level for FFA and you should label it so too. If you release it as a tourney people will probably think it's a "bad" level.
I started taking a look at the level earlier for technical reasons, there's a lot I can help you with here, before you release a final version.
If you don't mind I could look at the source you provided and see how I can help you improve the level technically and also a bit on the graphical side (eg. the sky that has lines, because the jpg seems to be compressed wrongfully)?
I started taking a look at the level earlier for technical reasons, there's a lot I can help you with here, before you release a final version.
If you don't mind I could look at the source you provided and see how I can help you improve the level technically and also a bit on the graphical side (eg. the sky that has lines, because the jpg seems to be compressed wrongfully)?
Q3Map2 2516 -> http://www.zfight.com/misc/files/q3/q3map_2.5.16_win32_x86.zip
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
Re: Q (phtourney1) - BETA 2
As mentioned expanding any gameplay area is strictly "academic" at this point. But it might be feasible, if you agree, to add fence guards on the RA platform, that would be in theme, make the platform larger and a bit safer, but not up the r_speed cost too much.Pat Howard wrote:Oh yeah, and I'm def. gonna cushion the fence guards. That's a good idea.
Re: Q (phtourney1) - BETA 2
Just my 1st a few minor impressions:
1. Jumping to curved wall to slip along reminds me of quint's map
2. Curved q3 banner makes this lame texture look really fresh
3. Above clouds skybox is very interest-ing, reminds me of dragon ball z
Where did you download it from zfight.com, if you don't mind?
Maybe I could rip them from your pk3, but you've converted tga to jpg.
1. Jumping to curved wall to slip along reminds me of quint's map
2. Curved q3 banner makes this lame texture look really fresh

3. Above clouds skybox is very interest-ing, reminds me of dragon ball z
Where did you download it from zfight.com, if you don't mind?
Maybe I could rip them from your pk3, but you've converted tga to jpg.

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- Posts: 494
- Joined: Tue Mar 31, 2009 11:14 am
UPDATE
I finally had some down time today so I've now got an update for you all. It can be found here or at the top of the page.
New stuff:
First off, Q is now an FFA map. The name has changed to "phdm2".
Since it's now an FFA map, I totally wiped the item placement clean and started over. Rather than talk about it too much here, I'll do another color-coded post (like the ones AEon and I did above) after this.
I've once again found another way I overlooked to improve hinting. Q really draws great for a space map - have I mentioned that before?
Bots need a little work. Right now they hang out on the bottom level a little more than I want them to. They play well enough for now though.
Bugs known:
- Showing caulk face by the RL on the underside of the platform.
- Weird skybox error. I think this has something to do with how I turned them into JPEGs.
- Anyone know a way I can get bots shooting through the fences and grates? They can't see through botclip.
@Hipshot, bring on the technical stuff! And feel free to look at/change the .maps, that's why I included them. About the skybox, I just saved the TGAs as JPEGs to minimize download size. Apparently this is bad?
@a12n, I found the skybox while browsing Speaker's skybox collection, just search "q3sky" on LvL. The skybox is called "Stormy Days" by Hipshot, and, I agree, it is awesome. I later found a hi-res version here.
One last thing: What do you guys think about the shoot-through grates on the middle level? I really like how you can shoot rockets down to the lower level in some places, but I'm willing to compromise if people really think the RL needs more splash area. For instance, I could weaponclip like 32 units below the grate surface in spots that don't reach all the way to the lower level so you still see the rocket go through, but you get a little splash too.
New stuff:
First off, Q is now an FFA map. The name has changed to "phdm2".
Since it's now an FFA map, I totally wiped the item placement clean and started over. Rather than talk about it too much here, I'll do another color-coded post (like the ones AEon and I did above) after this.
I've once again found another way I overlooked to improve hinting. Q really draws great for a space map - have I mentioned that before?
Bots need a little work. Right now they hang out on the bottom level a little more than I want them to. They play well enough for now though.
Bugs known:
- Showing caulk face by the RL on the underside of the platform.
- Weird skybox error. I think this has something to do with how I turned them into JPEGs.
- Anyone know a way I can get bots shooting through the fences and grates? They can't see through botclip.
@Hipshot, bring on the technical stuff! And feel free to look at/change the .maps, that's why I included them. About the skybox, I just saved the TGAs as JPEGs to minimize download size. Apparently this is bad?
@a12n, I found the skybox while browsing Speaker's skybox collection, just search "q3sky" on LvL. The skybox is called "Stormy Days" by Hipshot, and, I agree, it is awesome. I later found a hi-res version here.
One last thing: What do you guys think about the shoot-through grates on the middle level? I really like how you can shoot rockets down to the lower level in some places, but I'm willing to compromise if people really think the RL needs more splash area. For instance, I could weaponclip like 32 units below the grate surface in spots that don't reach all the way to the lower level so you still see the rocket go through, but you get a little splash too.
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- Posts: 494
- Joined: Tue Mar 31, 2009 11:14 am
Gameplay Analysis
Below I've posted the outline I wrote up for myself while figuring out the FFA item placement of Q. It's pretty long and I doubt anyone but AEon will read it
, but it's here for you if you want insight on any of the gameplay decisions I made (e.g. why the PINK SECTION has no ammo and only 25 health). I think I'm gonna get rid of the 25 by the RL. Other than that, this is pretty much the best I can do until any more feedback.
I'm really happy with the way the map is playing now. Things are finally making sense for me during FFA games. Each section of the map has a clear purpose and doing this outline has shown me that I can calculate every item I place, right down to the ammo packs.
Basically I started by trying to understand the nature of each area in Q and brainstormed the best way to take advantage of each section's weak and strong points. While doing this it became clear where the large armors needed to be placed. Then I used what I had learned to decide which weapons I wanted and where I wanted them, and then moved onto the health with even stronger understanding of the map, and so on. I like this strategy because when it comes time to place the smaller, less obvious items like ammo and player starts, you already have such a strong foundation that helps you calculate exactly where you need them. It's a great feeling when you know nothing has been left up to guesswork, and it also makes discussing your item placement with other people a lot easier too.
One last note: The main difference between this outline and the one I did before is earlier I was mistakenly starting with the armor and weapons in already place. This is clearly flawed logic. It's best to start by color coding your map into sections without any items at all distracting you.

Sorry the image doesn't show the double bouncer and the curve up to the RA island. These are bobbing entities and the picture was taken from outside of the map.
General Purpose/Armor:
RED SECTION is my recovery area. It has by far the most cover (actually, the only cover). It contains a lot of health for the down players. Players also need a starting weapon if they spawn down there. A minor armor under the drop-down coupled with one in the BLUE SECTION would counter the GREEN SECTION quite nicely.
Conversely, the GREEN SECTION is meant for the up players in comfortable situations looking for more power. The island platform and the question mark are perfect for the most powerful armor and weapon. They should only be worth going for once the player has all his other weapons and health under control. Thus, this is the natural progression from the YELLOW SECTION.
I want the YELLOW SECTION to be the center of the action since it is a large horizontal tier in the center of the map both on the XY plane and on the Z axis. If players want to recover, they can escape to the RED SECTION via the teleport. The BLUE SECTION can also be directly accessed to take out a camper or pick up the armor there.
The BLUE SECTION can reach the YELLOW SECTION with a single jump, but is well protected from the action and seems to be the natural progression from the RED SECTION or the PINK SECTION before heading off to fight in the YELLOW SECTION. It's also a great camping spot, which is something to keep an eye on.
The PINK SECTION is just outside of the action and doesn't seem like a place players would go back to once they've already been there. This will be a reliable place for players to spawn in. Then they can progress to the BLUE SECTION for armor or the GREEN SECTION for firepower.
Weapons:
RED SECTION needs an SG, otherwise players down there can be too easily taken advantage of from above.
YELLOW SECTION should have an RL. Everyone will go for it and the whole area will become a giant splatterfest.
GREEN SECTION will have the LG, since it's the most powerful weapon. This should be the last stop before maximum power for dominant players.
PINK SECTION should also have an SG so players can spawn into a fairly quiet place, grab a basic weapon and move on to armor in the BLUE SECTION, firepower in the GREEN SECTION, or action in the YELLOW SECTION.
BLUE SECTION doesn't have room for a weapon. An RL would be redundant considering the one in the YELLOW SECTION would be one double bouncer away. Plus I don't want people spamming rockets from here and exploiting weak players in the RED SECTION. An SG wouldn't make much sense because it's the natural progression of the PINK SECTION and the RED SECTION which both have SGs.
Health:
RED SECTION, being the recovery area, should have plenty easily accessible and low-risk health. A 50 and three 25s should be good.
YELLOW SECTION, being the action area, should have easily accessible health but it will be high-risk considering how open and deadly the area can be. 50 - 75 health of all 25s should be good.
GREEN SECTION shouldn't have health because it's made for players looking to expand, not recover.
PINK SECTION, since I want this place to be a calm spawn area, I am going to try to minimize health here. I'm not sure yet if I can get away with no health at all, but that would be ideal.
BLUE SECTION, being the natural progression from the PINK SECTION and the RED SECTION, this area should be visited by mostly healthy players. Since it has a MH I don't need as much health here anyway, so I don't think I need health here.
Ammo:
RED SECTION: Since this is the recovery area, it will probably be visited by players with the SG and the RL at least, and maybe the LG. Since there is an SG there no shells are needed. I think I'll go with rockets and bullets, for those who have used up most of their MG ammo.
YELLOW SECTION: Needs plenty of SG and RL ammo. Also a pack of bullets should be by the RL to counter MG camping at the BLUE SECTION.
GREEN SECTION: I'm thinking the RA island needs some shells and rockets to make progression from the YELLOW SECTION more natural.
PINK SECTION : For same reasons as health, I don't really think this place needs any ammo.
BLUE SECTION: Natural progression from both shotguns. I'm going to want at least one box of shells, maybe two. I don't want rockets for camping issues foreseen above. I could put some LG ammo to offer a little reward for players who use the double bouncer after coming from the GREEN SECTION. They shouldn't really have to pass through the YELLOW SECTION that they already survived once just for more ammo.
Spawn Points:
RED SECTION: Should have a bunch of spawns. It's a nice, safe starting point.
YELLOW SECTION: Might have one spawn by the RL, but other than that, I don't want to toss people in here before they're ready.
GREEN SECTION: No spawns. Players should only go there after making a conscious decision to expand their weapon/armor arsenal.
PINK SECTION : Lots of spawns. This is the PINK SECTION'S primary purpose.
BLUE SECTION: Probably shouldn't have any spawns considering there are no weapons here.
Indicators:
The only time I really want to give away a player's location is when he's going for the LG. 5 armor shards right at the foot of the rail slide should be good.

I'm really happy with the way the map is playing now. Things are finally making sense for me during FFA games. Each section of the map has a clear purpose and doing this outline has shown me that I can calculate every item I place, right down to the ammo packs.
Basically I started by trying to understand the nature of each area in Q and brainstormed the best way to take advantage of each section's weak and strong points. While doing this it became clear where the large armors needed to be placed. Then I used what I had learned to decide which weapons I wanted and where I wanted them, and then moved onto the health with even stronger understanding of the map, and so on. I like this strategy because when it comes time to place the smaller, less obvious items like ammo and player starts, you already have such a strong foundation that helps you calculate exactly where you need them. It's a great feeling when you know nothing has been left up to guesswork, and it also makes discussing your item placement with other people a lot easier too.
One last note: The main difference between this outline and the one I did before is earlier I was mistakenly starting with the armor and weapons in already place. This is clearly flawed logic. It's best to start by color coding your map into sections without any items at all distracting you.

Sorry the image doesn't show the double bouncer and the curve up to the RA island. These are bobbing entities and the picture was taken from outside of the map.
General Purpose/Armor:
RED SECTION is my recovery area. It has by far the most cover (actually, the only cover). It contains a lot of health for the down players. Players also need a starting weapon if they spawn down there. A minor armor under the drop-down coupled with one in the BLUE SECTION would counter the GREEN SECTION quite nicely.
Conversely, the GREEN SECTION is meant for the up players in comfortable situations looking for more power. The island platform and the question mark are perfect for the most powerful armor and weapon. They should only be worth going for once the player has all his other weapons and health under control. Thus, this is the natural progression from the YELLOW SECTION.
I want the YELLOW SECTION to be the center of the action since it is a large horizontal tier in the center of the map both on the XY plane and on the Z axis. If players want to recover, they can escape to the RED SECTION via the teleport. The BLUE SECTION can also be directly accessed to take out a camper or pick up the armor there.
The BLUE SECTION can reach the YELLOW SECTION with a single jump, but is well protected from the action and seems to be the natural progression from the RED SECTION or the PINK SECTION before heading off to fight in the YELLOW SECTION. It's also a great camping spot, which is something to keep an eye on.
The PINK SECTION is just outside of the action and doesn't seem like a place players would go back to once they've already been there. This will be a reliable place for players to spawn in. Then they can progress to the BLUE SECTION for armor or the GREEN SECTION for firepower.
Weapons:
RED SECTION needs an SG, otherwise players down there can be too easily taken advantage of from above.
YELLOW SECTION should have an RL. Everyone will go for it and the whole area will become a giant splatterfest.
GREEN SECTION will have the LG, since it's the most powerful weapon. This should be the last stop before maximum power for dominant players.
PINK SECTION should also have an SG so players can spawn into a fairly quiet place, grab a basic weapon and move on to armor in the BLUE SECTION, firepower in the GREEN SECTION, or action in the YELLOW SECTION.
BLUE SECTION doesn't have room for a weapon. An RL would be redundant considering the one in the YELLOW SECTION would be one double bouncer away. Plus I don't want people spamming rockets from here and exploiting weak players in the RED SECTION. An SG wouldn't make much sense because it's the natural progression of the PINK SECTION and the RED SECTION which both have SGs.
Health:
RED SECTION, being the recovery area, should have plenty easily accessible and low-risk health. A 50 and three 25s should be good.
YELLOW SECTION, being the action area, should have easily accessible health but it will be high-risk considering how open and deadly the area can be. 50 - 75 health of all 25s should be good.
GREEN SECTION shouldn't have health because it's made for players looking to expand, not recover.
PINK SECTION, since I want this place to be a calm spawn area, I am going to try to minimize health here. I'm not sure yet if I can get away with no health at all, but that would be ideal.
BLUE SECTION, being the natural progression from the PINK SECTION and the RED SECTION, this area should be visited by mostly healthy players. Since it has a MH I don't need as much health here anyway, so I don't think I need health here.
Ammo:
RED SECTION: Since this is the recovery area, it will probably be visited by players with the SG and the RL at least, and maybe the LG. Since there is an SG there no shells are needed. I think I'll go with rockets and bullets, for those who have used up most of their MG ammo.
YELLOW SECTION: Needs plenty of SG and RL ammo. Also a pack of bullets should be by the RL to counter MG camping at the BLUE SECTION.
GREEN SECTION: I'm thinking the RA island needs some shells and rockets to make progression from the YELLOW SECTION more natural.
PINK SECTION : For same reasons as health, I don't really think this place needs any ammo.
BLUE SECTION: Natural progression from both shotguns. I'm going to want at least one box of shells, maybe two. I don't want rockets for camping issues foreseen above. I could put some LG ammo to offer a little reward for players who use the double bouncer after coming from the GREEN SECTION. They shouldn't really have to pass through the YELLOW SECTION that they already survived once just for more ammo.
Spawn Points:
RED SECTION: Should have a bunch of spawns. It's a nice, safe starting point.
YELLOW SECTION: Might have one spawn by the RL, but other than that, I don't want to toss people in here before they're ready.
GREEN SECTION: No spawns. Players should only go there after making a conscious decision to expand their weapon/armor arsenal.
PINK SECTION : Lots of spawns. This is the PINK SECTION'S primary purpose.
BLUE SECTION: Probably shouldn't have any spawns considering there are no weapons here.
Indicators:
The only time I really want to give away a player's location is when he's going for the LG. 5 armor shards right at the foot of the rail slide should be good.
Re: Q (phdm2) - BETA 2 *UPDATE #3*
Regarding present IP:
What armor in the blue area? You mention this several times, you mean the MH though?
Placing a RG in the blue area sure would make the map more "lively"
Some of the rationalizing is interesting, but as mentioned ammo in this map is overrated, and when you don't live that long health and armor are the primary focus after you grab a "better" weapon. The idea of a pink spawn area is also interesting... not sure it will actually work that way though. I place items etc. by instinct, spreading them out... here I think there is too much stuff in too many areas.
- MG and SG ammo IMO is too close to the RL, overstacking that area. Might be better to place them a bit lower and to the left (right unter the edge of the green area.
- The 50H right in the middle of the yellow area... hmmm... IMO it usually is not so good to place item in the middle of paths, because they constantly get picked up, and the other players usually "hope" that folks pass them buy. I'd move the 50H down a bit, a bit left of your TP hole.
- It is quite clear why you have too much action in the red arena, too many respawn points there. This clusters the bots/player on that level. I'd remove the PS to the left of the 50H. And instead place it on the RA island.
- No more ammo or health in the pink heli-pad... hmmm... I'd move the upper PS there and move it, e.g. onto the green lower end of the "?".
- On the blue platform, one SG ammo is superflous IMO. The fire rate of the SG is low, one ammo box is more than enough.
- BTW... the placement of ammo is overrated
(*ducks*)... what I mean is this, it is overrated in small maps where you die quickly anyway. In a Tourney map or med large FFA map you have to go resource collecting to keep in the flow. But here most folks will run for a weapon and will for the most part not care where the ammo is. You simply, do not live long enough for it to *really* matter. Note: Placing the ammo in convenient areas is still a "good" thing though.
What armor in the blue area? You mention this several times, you mean the MH though?
Placing a RG in the blue area sure would make the map more "lively"

Some of the rationalizing is interesting, but as mentioned ammo in this map is overrated, and when you don't live that long health and armor are the primary focus after you grab a "better" weapon. The idea of a pink spawn area is also interesting... not sure it will actually work that way though. I place items etc. by instinct, spreading them out... here I think there is too much stuff in too many areas.
Re: UPDATE
I should have looked more this weekend, but didn't have that much time. I'll see what I can do in the week, I have a lot of things I know where you can make things better in the tech department. But I need to test them at home....Pat Howard wrote:@Hipshot, bring on the technical stuff! And feel free to look at/change the .maps, that's why I included them. About the skybox, I just saved the TGAs as JPEGs to minimize download size. Apparently this is bad?
The TGA -> JPG is not bad, but seems your JPGs are strange in some way, don't know why, but my JPGs of the same sky looks good, when I replace yours.
Q3Map2 2516 -> http://www.zfight.com/misc/files/q3/q3map_2.5.16_win32_x86.zip
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
Re: Q (phdm2) - BETA 2 *UPDATE #3*
I am still convinced this map needs more cover and even if you subdivide the platforms into combat zones they are still one zone because when you stand at the MH you see everything, no hiding place. I know you are not going to open up the secret area, so a couple more suggestions instead.
1. Standing in the middle of the Red area facing the control tower, cut a hole directly infront of you towards the sky. It could be styled just like the YA route. Then bend the route round the outside of the structure towards the YA/jumppad. Make it wide enough so the platform above can see it, give the edge a railing or the metal cushion pads. For gameplay this will add a nice drop down from the Pink area and also a true recovery route. Place Health/shards here and some spawns. On the corner add a jump pad up to the pink area. This will allow players to recover and get back into the fight easily. Also stop the prediction with the YA, players goes for YA and comes up on single JP, easy kill. Now the player has a choice when going for the YA, up on JP or round corner a bit up on next JP or right round to red zone again or rocket jump up.
2. Standing in the corridor with the YA, move towards the jumppad at the end and then turn left. Add a platform/path that goes from here, underneath the LG pipe and comes out at the top part of the red zone. Again add health/shards so players can recover easily and maybe use the ? teleporter as a jump pad up instead into the RL area. Again allow the player to drop down from the edge of the RL area and break the movement prediction. Player in RL area, goes to jumppad for MH (duck shooting time), instead player drops off the edge into recovery zone, can go towards the YA or round towards the top of the red zone, not predictable anymore.
Both of these paths can be wide enough so the secret area underneath is not seen and also add much needed covered footspace to the red area. With the path being on the outside of the structure they will be low poly to create, you have most of the brushwork there already, plus added visual bonus, seeing the skybox on the edge of a platform again.
The SG is a complete waste of time in this map without any close quarter spaces (like above), bullet spread and reload times make this weapon a finisher only. Switch the SG in the pink area for the grenade launcher and move the SG in the middle of the red area to the lower corner below the pink area (new routes listed above). SG on the lower area will be better because everything it tight and up close again. For true FFA style you need a powerup, try adding a regen to the middle of the red area, it could be fun to last a bit longer
1. Standing in the middle of the Red area facing the control tower, cut a hole directly infront of you towards the sky. It could be styled just like the YA route. Then bend the route round the outside of the structure towards the YA/jumppad. Make it wide enough so the platform above can see it, give the edge a railing or the metal cushion pads. For gameplay this will add a nice drop down from the Pink area and also a true recovery route. Place Health/shards here and some spawns. On the corner add a jump pad up to the pink area. This will allow players to recover and get back into the fight easily. Also stop the prediction with the YA, players goes for YA and comes up on single JP, easy kill. Now the player has a choice when going for the YA, up on JP or round corner a bit up on next JP or right round to red zone again or rocket jump up.
2. Standing in the corridor with the YA, move towards the jumppad at the end and then turn left. Add a platform/path that goes from here, underneath the LG pipe and comes out at the top part of the red zone. Again add health/shards so players can recover easily and maybe use the ? teleporter as a jump pad up instead into the RL area. Again allow the player to drop down from the edge of the RL area and break the movement prediction. Player in RL area, goes to jumppad for MH (duck shooting time), instead player drops off the edge into recovery zone, can go towards the YA or round towards the top of the red zone, not predictable anymore.
Both of these paths can be wide enough so the secret area underneath is not seen and also add much needed covered footspace to the red area. With the path being on the outside of the structure they will be low poly to create, you have most of the brushwork there already, plus added visual bonus, seeing the skybox on the edge of a platform again.
The SG is a complete waste of time in this map without any close quarter spaces (like above), bullet spread and reload times make this weapon a finisher only. Switch the SG in the pink area for the grenade launcher and move the SG in the middle of the red area to the lower corner below the pink area (new routes listed above). SG on the lower area will be better because everything it tight and up close again. For true FFA style you need a powerup, try adding a regen to the middle of the red area, it could be fun to last a bit longer

Well he was evil, but he did build alot of roads. - Gogglor
My [url=http://www.simonoc.com/]Website[/url] & [url=http://twitter.com/SimsOCallaghan]Twitter[/url]
My [url=http://www.simonoc.com/]Website[/url] & [url=http://twitter.com/SimsOCallaghan]Twitter[/url]
Re: Q (phdm2) - BETA 2 *UPDATE #3*
From instinct I was thinking about adding the paths Sock suggested (had given up on such changes, though), only he actually did a very convincing job of rationalizing them. I totally agree those extra paths "around" the "?" on the red level would help make the map much more tactical and less predictable. And the net guards let the player actually jump from the upper levels to the lower ones without jumping into the abyss.
I am not quite sure if Sock meant this, but I'd also cover the lower end path from below the RL AP, around the corner to the JP leading up from the red to the yellow area (near the AP that takes you to the RA). This way you could spawn in the red area, then either take the JP up to the yellow area, or run around the upper end of the "?" and take cover.
I am not quite sure if Sock meant this, but I'd also cover the lower end path from below the RL AP, around the corner to the JP leading up from the red to the yellow area (near the AP that takes you to the RA). This way you could spawn in the red area, then either take the JP up to the yellow area, or run around the upper end of the "?" and take cover.
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Re: Q (phdm2) - BETA 2 *UPDATE #3*
@AEon: Tx for the IP suggestions. I'll be adding most of them.
@sock: About the paths, I'm totally doing this.
@sock: About the paths, I'm totally doing this.
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Re: Q (phdm2) - BETA 2 *UPDATE #3*
Just screenshots today. I've been working on adding those paths Sock suggested. Here's the first one:


I tried out two different designs for the back bouncer:

So which do you prefer, A or B?
-pat


I tried out two different designs for the back bouncer:

So which do you prefer, A or B?
-pat
Re: Q (phdm2) - BETA 2 *UPDATE #3*
Holy cow... just when I though it could not get cooler it did. Wow.
(/me weeps quietly, not having that level of detail skill...
)
- I like B because it lets you jump into the "netting" to get down. Don't remember seeing something like that in a map before. Would need to be tested though. Downside, you are moida'ing your r_speeds even more.
- Cool that you can finally walk through the "door". The front JP in the second shot is now redundant and should be removed, jumping over a JP to get to another JP is kinda weird
. Never liked the front JP "blocking" the door anyway.
- The yellow fence along in inside wall is redundant, IMO, removing it should be fine gameplay-wise and also help FPS. No need to be protected from the wall
... should also yield that extra bit of space for navigation, seems to be very "cramped" as it is?

(/me weeps quietly, not having that level of detail skill...

Re: Q (phdm2) - BETA 2 *UPDATE #3*
umm that is not what I had in mind, I assumed you would cut the hole where the two health balls are and preserve the control tower door and room. I thought it would be easier to go the other way towards the pink corner and then round to the jump pad/ya. Also the new wire frames around the top of the jump pads do not fit the style of the map, they look very odd to me.
Well he was evil, but he did build alot of roads. - Gogglor
My [url=http://www.simonoc.com/]Website[/url] & [url=http://twitter.com/SimsOCallaghan]Twitter[/url]
My [url=http://www.simonoc.com/]Website[/url] & [url=http://twitter.com/SimsOCallaghan]Twitter[/url]
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- Joined: Tue Mar 31, 2009 11:14 am
Re: Q (phdm2) - BETA 2 *UPDATE #3*
Wow, completely polarized feedback - interesting...
Well, I had some fun experimenting with the new paths, but I've decided to scrap them for a number of reasons.
Thanks for the suggestions, Sock. Even though they didn't end up making it this particular map, I'm confident they were not a total waste of time; they actually taught me a lot.
Oh yeah, and sorry AEon if you really liked them that much! The compliments were nice anyway = P.
Update #4 can be found below.
-pat
Well, I had some fun experimenting with the new paths, but I've decided to scrap them for a number of reasons.
- First off, I had to figure out what these things were going to look like. I had a few limitations:
Since the map looks so complete (at least to me since I've stared at it for so long), I knew trying to slap on anything that felt "permanent" would look totally ridiculous. I kept asking myself, "Why would whoever built this place put these paths here?" and I couldn't come up with an answer. So I decided that, in order for them to work, any new paths would have to appear "temporary", e.g. catwalks or scaffolding for some type of construction, which leads nicely to my next problem...
For performance reasons, I couldn't have any of the floors be transparent. This is a problem because part of selling the "temporary" feel included having some kind of see-through grate to walk on. Solid floors blocked a large portion of the structure when viewing from the outside, taking away from the scale of the structure and also ruining the seamless transition from top to bottom. Once again, they felt permanent because they took visible priority over the outside walls of the structure. I know this stuff is mostly seen from the outside in spectator mode or screenshots, but I worked hard on making this level look like a complete structure and a plausible place and I want to keep it that way. If Q were like most space maps and had nothing but a flat surface on its underside solid paths would be okay, but this is clearly not the case.
Well I tried to pull off a "catwalk" feel anyway despite being a little nervous about it. What I ended up with was an awkward mix between temporary and permanent. I thought the yellow fence guards were okay but the floor was awful. All of this looked fine from some angles but really suffered from others, especially when viewed off to the side from a distance.
Thanks for the suggestions, Sock. Even though they didn't end up making it this particular map, I'm confident they were not a total waste of time; they actually taught me a lot.
Oh yeah, and sorry AEon if you really liked them that much! The compliments were nice anyway = P.
Update #4 can be found below.
-pat
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- Posts: 494
- Joined: Tue Mar 31, 2009 11:14 am
UPDATE #4
OK, it looks like this is gonna be the last update before a final release. No huge changes here, as the new paths didn't end up working (see above). Here's a short list of little things, though.
) Click here for the update.
-pat
- Added a GL on top of the control tower near the MH. Adds some gameplay variety and gives players another reason to head up there after grabbing the SG from the RED or PINK SECTION.
- MH now occasionally spawns in as a QUAD. I thought this would make for some fun "rush to the tower" battles, especially with some players flying in from the double bouncer and raining rockets down on everyone.
- Took AEon's advice on moving the health away from the players' natural paths. Changed 50 in YELLOW SECTION to 25 (which I'm not 100% sure is better).
- Minor floor plan change: I pushed back a wall in the RED SECTION 64 units. (It's the wall by the two 25s and the teleport destination.) This should give you just a tad more cover when you initially warp in and grab those 25s.
- The grates that don't see straight through to the RED SECTION have some weapon clip just below the surface of them. Projectiles still appear to go through these grates but explode much earlier and make the RL and GL less frustrating to use in the YELLOW SECTION.
- Fixed a bunch of poorly constructed floors/walls. I also think I've gotten rid of all those sparklies on the Q3A TV (correct me if I'm wrong).

-pat
Re: Q (phdm2) - BETA 2 *UPDATE #3*
I am yet again shocked to find how efficient those d*rn bots are, meaning bot play works *very* efficiently. If you don't camp in the red sector (cover + health) going for a better weapon from time to time and using all resources, also you TP to get of the totally deadly yellow sector, you get a really bad beating.
.
- I still think the 2nd SG ammo at the GL is superfluous. As mentioned, the 10 shots of the SG you get with the weapon will almost never be used up before you die. So single ammo box is enough up there.
- All the health helps, and you *really* need it too. The YA on the red level also helps.
- Makes me wonder if a Regen might help... but probably not, it does not regenerate the health quickly enough. Maybe randomize the RA with Regen from time to time?
- I'd say the frenzy gameplay works, and you still have enough interesting paths as it is.
- Only technical issue (I am aware of) is the bobbing banner thing with many sparklie edges. You'll really want to fix those by rebuilding the patches very carefully. It's a bit weird to play a map at this quality level, but still find sparklies.
- All that ammo near the RA, *3* boxes also looks a bit weird. I get your idea, but again, you don't live long enough for that ammo to actually matter. Even with the RA, you still die quickly. Just pointing this out, leave the ammo there as it is.

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- Joined: Tue Mar 31, 2009 11:14 am
Re: Q (phdm2) - BETA 2 *UPDATE #3*
Hi AEon, Just got back from fKd's alpha thread and was glad to see this quick response.
About the SG ammo, the main reason you're always seeing it there is because it's "notbot=1". Bot's were too easy to knock off the tower when they went for it so I just had them ignore it entirely. The reason I made two of them is so I could set their waits to be random and thus have more of a chance of one being there whenever a player comes up from the RED or PINK SECTION. I guess I could've made one box of shells with a very quick wait to get the same effect, but this way looks less "odd" to me.
Looking into the sparklies. I also realized after the post that I didn't get all of them.
-pat
About the SG ammo, the main reason you're always seeing it there is because it's "notbot=1". Bot's were too easy to knock off the tower when they went for it so I just had them ignore it entirely. The reason I made two of them is so I could set their waits to be random and thus have more of a chance of one being there whenever a player comes up from the RED or PINK SECTION. I guess I could've made one box of shells with a very quick wait to get the same effect, but this way looks less "odd" to me.
Looking into the sparklies. I also realized after the post that I didn't get all of them.
-pat
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- Posts: 494
- Joined: Tue Mar 31, 2009 11:14 am
Re: Q (phdm2) - BETA 2 *UPDATE #4*
Spent some time today cleaning up the pk3.
All the textures are in one folder. I merged the skybox shader with the rest of them. I added a texture readme now that you can't see the DIRs the textures came from. Updated the .arena file. Changed the skybox back to TGA format (I didn't like the JPEG banding from the compression). Anyway, stuff is looking final.
If you have any more little things nagging at you like item changes, misaligned textures, etc., get those over here now because I'm gonna release this within the next few days.
-pat
All the textures are in one folder. I merged the skybox shader with the rest of them. I added a texture readme now that you can't see the DIRs the textures came from. Updated the .arena file. Changed the skybox back to TGA format (I didn't like the JPEG banding from the compression). Anyway, stuff is looking final.
If you have any more little things nagging at you like item changes, misaligned textures, etc., get those over here now because I'm gonna release this within the next few days.
-pat