q3ctfp18 - 1v1 ctf RC

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
fKd
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Re: q3ctfp18 - 1v1 ctf

Post by fKd »

new build in a tic
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Re: q3ctfp18 - 1v1 ctf

Post by fKd »

EmeraldTiger
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Re: q3ctfp18 - 1v1 ctf

Post by EmeraldTiger »

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Re: q3ctfp18 - 1v1 ctf

Post by fKd »

works for me.... ???
Anthem
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Re: q3ctfp18 - 1v1 ctf

Post by Anthem »

Yep, works for me too.
Last edited by Anthem on Sat Jan 22, 2011 4:17 pm, edited 2 times in total.
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EmeraldTiger
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Re: q3ctfp18 - 1v1 ctf

Post by EmeraldTiger »

Nevermind, I got it working.

I like the development of the Q2 theme, brings back good memories. The development of the side rooms is looking good also. I`m not sure about putting the YA on a ledge that has to be rocket jumped to. To me, having to venture out of your base AND rocket jump to obtain a YA seems to not be worth the risk. I would put a jump pad to allow players to grab it, or add a side entrance from the third floor.

Other than that, it`s looking good.
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Anthem
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Re: q3ctfp18 - 1v1 ctf

Post by Anthem »

Hmmmmm. I want to tell you that I love the texture use even though that may not be the final texture choice. You're insane with textures. The structure of the map is really good too. I really like that you decided to up the scale of this map in contrast to most of your previous ones. It really suits the minimal player amount well because it makes a small map seem bigger.

That being said, the map is reallllly small, and it looks like it will be a fast paced stalemate. The weapons, how few there are, are scrunched together all over the map. There is little variation since the map is so small and symmetrical, so the layout is very boring and even partially uneven. Why are there areas that are emphasized as if to hold something (the cut-outs of the floor with water or the square texture) if there is nothing there? Instead, the Rocket Launcher is completely unfeatured, and the shotgun is between both emphasis spaces. Also, the yellow armor up high is pointless.

There is a lot you can do with the layout if you expanded the map a bit, but I do like the idea of a 2v2 CTF map. It's interesting. I would advise you to release a 2v2 and 3v3/4v4 version of the map separately. It's pretty easy to see what you'd do to make it a 3v3/4v4 level, just expand the transitions between the bases. Instead of one room make it 3 and one of the three on each side can be an upper level, and the other will be a lower level. You can also use the center room that is established now to create a center of the map to house a mega health or red armor.

I will go into more detail if necessary about the 3v3/4v4 changes if you decide to do that. Otherwise, the map looks great. I hope it plays better than it should.
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Pat Howard
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Re: q3ctfp18 - 1v1 ctf

Post by Pat Howard »

I definitely don't like the mandatory RJ up to YA. That would be such a pain in the ass and losing 50 health for 50 armor isn't even that great of a deal.

You've got a pretty unique layout here but it definitely needs to be balanced. Imagine for a second two players are going for each other's flag. If one gets to the flag even a half of a second before the other, he would easily be able to place a rocket in his opponent's path and knock him off the catwalk. Maybe the window between the flags should be see-through, not shoot-through. Either that or you're going to have to change that skinny uphill path to the flag. Yeah, it looks cool, but it leads to some pretty harsh gameplay. Maybe if it was flat or sloped downward it wouldn't be so easy to sit at the gate and knock a player off as he's heading to the flag.

Whatever you do to the current flag-route, you're still going to need an alternate path to keep things interesting. I'm thinking this map needs to be asymmetrical.

What if you turned one of the side rooms into a secondary (slightly more time-consuming) route to the flag? That way you could put an RA or MH in the other side room and place two YAs on the bottom floor. That would give each player his own armor and one to fight for.

Eh?
-pat

p.s. I like this map :).
fKd
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Re: q3ctfp18 - 1v1 ctf

Post by fKd »

just a few shots of my weekend work

Image

1. new lower side section

Image

2. at the price of a rocket jump, you can now raid the base >:D also a spawn point added in the tunnel

Image

3. entrance/exit of tunnel from ya - flag base

some new texture work being scratched out... might stick with it after all.. hmmmm

have to say, been enjoying 2v2 with nightmare bots. kinda fun heh
Anthem
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Re: q3ctfp18 - 1v1 ctf

Post by Anthem »

fKd wrote:some new texture work being scratched out... might stick with it after all.. hmmmm
Might as well. The map seems experimental, so the texture set fits. It's also very easy on the eyes. ^^ Just replace those bars with dark orange shiny bars and you'll be set. xD
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EmeraldTiger
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Re: q3ctfp18 - 1v1 ctf

Post by EmeraldTiger »

I agree - I think you should keep the theme as well. Like I said before, it has a Focal Point-esque feel too it, which emphasizes the layout over visuals, showing the beauty of simplicity.
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fKd
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Re: q3ctfp18 - 1v1 ctf

Post by fKd »

ok some major work here on texturing and a new path added. try a 2v2 with nightmare bots :D oh and with any luck it should run sweet on ppls machines. even low end with any luck... not sure tho... any way tell me what ya think. cheers for the help so far everyone gg :up:

heres the latest build: http://www.mediafire.com/?6y9p06i2doyxw56
cityy
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Re: q3ctfp18 - 1v1 ctf

Post by cityy »

I finally could come around to play a match on this one.
I think it is almost impossible to attack the flag or the enemy flag carrier on the high ground. You will die 99/100 times. You might want to think about making that level more accessable. Also it does not offer much room for fighting, the ramp is totally random in rocket fights and that's kinda contra productive as there is no LG in the map (as far as Ive seen!?). Other than that it's fun.
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Pat Howard
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Re: q3ctfp18 - 1v1 ctf

Post by Pat Howard »

Hmmm, I dunno man. I haven't played a real game yet but I have to agree with what cityy is saying. You added a second route but it comes in at the same place as the other one so the defender still doesn't have anything to be afraid of. The facing flags are basically a gimmick in a 1v1 match. Even if you do get a kill that way your opponent is still gonna get back to the flag he dropped before you can. So all you have to do to defend yourself in this map is keep your eye at the base of the walkway and spam rockets when someone comes up. I really do like the concept and the layout for the most part, I just think you need to re-think the third level. If this is primarily a 1v1 map, the flags could be almost impossible to defend and it wouldn't really matter, so I would take advantage of that and think of something cool and unorthodox for the third tier.

I also think that there still isn't enough to fight over on the lowest level, especially with the alternate route now. You should want to go down there for something other than the bouncer route up.

I've got to say I really like the lighting, though. It's nice to have some freedom with the engine with small maps like these. I kind of wish you'd make simple use of a standard clean texture set rather than ship the final product with template textures, but I can deal with it if that's what you decide to do. Looks great overall.
-pat
fKd
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Re: q3ctfp18 - 1v1 ctf

Post by fKd »

still workin away. in this shot you can see the new path from mid to flag jp. also the new jp to the mid section.

Image
deqer
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Re: q3ctfp18 - 1v1 ctf

Post by deqer »

still workin away?! sure, that's fine any all, but for HOW LONG? what's the ETA on your next release?
fKd
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Re: q3ctfp18 - 1v1 ctf

Post by fKd »

for AS LONG AS I WANT! eta? its done when its done.
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Re: q3ctfp18 - 1v1 ctf

Post by fKd »

final RC: http://www.mediafire.com/?uuu79hjncchumk2

any major complaints? everything should be in order...

lets see... changes

1: rg switched to pg
2: new paths to med and flag
3: bunch of texture work etc

cheers

*edit got pat h taking a in depth look at the item layout so.. yeah not final just yet :D
Anthem
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Re: q3ctfp18 - 1v1 ctf RC

Post by Anthem »

I don't like the ramp in the flag room. Maybe change it to stairs? Also, the flag room seems as though it is only a level for the flag. Maybe you could add platforms or dig into the walls a bit on the sides of the ramp to make the upper level a bit more usable.
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fKd
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Re: q3ctfp18 - 1v1 ctf RC

Post by fKd »

i like the ramp :p
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