BubbleQ First Quake 3 level, CTF

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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BubbleQ
Posts: 2
Joined: Sat Jun 12, 2010 7:15 am

BubbleQ First Quake 3 level, CTF

Post by BubbleQ »

Hello everyone! My name is Emil Dahlqvist and are from Sweden. I my years past I have been working alot with making levels and models and textures for the source engine(hl2), and byt that I have used Hammer.
But now I have decied to make my own ctf map in quake, mostly beacuse I have played QL alot and ctf are just awsome :D

Ok. As you can see, the map is in alpha stage where I have not spent time on fixing textures and item placement. All that is juts placeholder for now. So I have instead focused on the architecture. And I do feel very pleased with how it have turned out, much better than I thought it would bee. But there is stiil some thing who is jecking me, like that all the entrants is very close and exactly in line with each other, and that the scale of the rooms might not be the best.
Anyway, you guys will proably find more things that should not be there and such. So if you could write somehting about it I would be very happy!

http://data.fuskbugg.se/skalman01/bubbleqctf_alpha1.bsp

Here are some screenies and it was not picasso who made them ;)
[lvlshot]http://data.fuskbugg.se/skalman01/shot0006.png[/lvlshot]
[lvlshot]http://data.fuskbugg.se/skalman01/shot0009.png[/lvlshot]
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Hipshot
Posts: 1547
Joined: Sun Jan 20, 2002 8:00 am

Re: BubbleQ First Quake 3 level, CTF

Post by Hipshot »

I have not downloaded the level, but what is up with all the items at the same place on the first screen?
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
BubbleQ
Posts: 2
Joined: Sat Jun 12, 2010 7:15 am

Re: BubbleQ First Quake 3 level, CTF

Post by BubbleQ »

Hipshot wrote:I have not downloaded the level, but what is up with all the items at the same place on the first screen?
Those items where just for me before I had created any jumpads, so I used rj^^ But as I said, the items and textures i just placeholders. But I can sure you, the pictures do actually describe the map vaery bad, you should take a look at it ingame :)
Silicone_Milk
Posts: 2237
Joined: Sat Mar 12, 2005 10:49 pm

Re: BubbleQ First Quake 3 level, CTF

Post by Silicone_Milk »

I'm stoked to see that people are still making "first maps" for this game.

Since you're adding rocket launchers in to be able to rj around the map before you put in jumppads, I'm assuming you aren't familiar with some useful commands.

Test your map by launching it with the commands
/sv_pure 0
/devmap mapname

Devmap will enable cheats so you can use some very useful commands such as:
/give all - gives you all weapons, armor, health, ammo
/god - makes you invincible so you can blast your way around the map without dying
/noclip - lets you move in any direction in the map and move through walls.

Those are just some basic commands to help you navigate your map a little easier as you're building it.
cityy
Posts: 1020
Joined: Mon Aug 10, 2009 8:23 am

Re: BubbleQ First Quake 3 level, CTF

Post by cityy »

Yo! As I already told you on irc you need to scale down things a bit or at least add some stuff to make it feel less open (Pillars, Roofs, more height variation). You should also place items propperly for better testing.
www.ferdinandlist.de/leveldesign
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roughrider
Posts: 355
Joined: Mon Jul 22, 2002 7:00 am

Re: BubbleQ First Quake 3 level, CTF

Post by roughrider »

Silicone_Milk wrote:I'm stoked to see that people are still making "first maps" for this game.
I too like seeing people make their first q3 map. Makes it all the more enjoyable trying to help them in their learning process.
Team *A51* Q3 & QL
axbaby
Posts: 3424
Joined: Wed Dec 22, 1999 8:00 am

Re: BubbleQ First Quake 3 level, CTF

Post by axbaby »

This is far better then my first map.
when your happy with the final product i will gladly download it but your pictures pretty much tell me that it's not ready for input just yet.
definetly seems to open for easy rail gun kills and camping.
Play with the map by learning caulk, curves, lighting, texturing, everything then Scrap the map and start a New map.
I don't see this layout working out very well for you.

play other peoples map for insipration and clues to what is expected from a map by players such as yourself
[color=#FF0000][WYD][/color]
Anthem
Posts: 399
Joined: Wed Oct 21, 2009 12:34 am

Re: BubbleQ First Quake 3 level, CTF

Post by Anthem »

My first map was a square in another square that had leaks all over. D:
[url=http://www.xfire.com/profile/vlnoheaven/][img]http://i105.photobucket.com/albums/m231/Lowerboy444/xfire.png[/img][/url]

[url=http://teameventhorizon.com/]Team Event -O- Horizon[/url]

[url=http://mapping.maverickservers.com/]NoGhost Map Making Competition 2 (June 2010)[/url]
Hr.O
Posts: 152
Joined: Wed Jul 12, 2000 7:00 am

Re: BubbleQ First Quake 3 level, CTF

Post by Hr.O »

Silicone_Milk wrote:I'm stoked to see that people are still making "first maps" for this game.

Since you're adding rocket launchers in to be able to rj around the map before you put in jumppads, I'm assuming you aren't familiar with some useful commands.

Test your map by launching it with the commands
/sv_pure 0
/devmap mapname

Devmap will enable cheats so you can use some very useful commands such as:
/give all - gives you all weapons, armor, health, ammo
/god - makes you invincible so you can blast your way around the map without dying
/noclip - lets you move in any direction in the map and move through walls.

Those are just some basic commands to help you navigate your map a little easier as you're building it.
When you go fool around with noclip, you might as well add the r_fastskies 0 option. Saves you a lot of hom-effect.
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