q3gwdm1_beta2

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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flipout
Posts: 9
Joined: Mon Apr 25, 2011 5:18 am

q3gwdm1_beta2

Post by flipout »

Hello, I browse these forums frequently but haven't posted anything, so I guess I should start now.

This is a map I've been working on for a couple months. It's almost finished just like to get some feedback on it
thanks.

Image

Image

Image

Update 06/03/2011 added some pillars to the lightning gun room like cityy suggested, switched the quad with the yellow armor, did a few tweaks here and there and fixed some clipping issues.


download http://www.fileden.com/files/2007/8/25/ ... _beta2.zip
Last edited by flipout on Fri Jun 03, 2011 6:46 am, edited 1 time in total.
cityy
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Re: q3gwdm1_beta

Post by cityy »

Sweet! Gonna check it out. May I ask you who you are and where you come from all of a sudden? :D

Alright, gave it a run.
I love the theme and the texture and modeling work you have here - things add up very well and the level of detail is alright too (except for maybe the PG area which is still a little naked).
Some things I noticed:
http://img90.imageshack.us/img90/1885/shot0221.jpg - misplaced texture here
http://img824.imageshack.us/img824/6416/shot0222p.jpg - visible caulk
http://img823.imageshack.us/img823/1405/shot0223.jpg - this area felt a little open, maybe try to throw in a pillar.
I'm not sure about Quad placement - usually, having it on some kind of midair platform is not such a good idea because quad always has lots of challengers that fight for it. I'd suggest to move it to a lower area and put some armor up on the platform instead.

What gametype would you suggest for this map anyway? It felt alright for 2vs2 tdm - maybe a little too small for 4vs4. Duel could work too! Is it available on a server for some more playtesting?
Last edited by cityy on Mon Apr 25, 2011 8:11 pm, edited 1 time in total.
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Bliccer
Posts: 341
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Re: q3gwdm1_beta

Post by Bliccer »

Already all pictures and link down.

@cityy: Whats wrong with you? The beast has another number :D
cityy
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Re: q3gwdm1_beta

Post by cityy »

What shall be wrong with me? :P His work looks great and I want to know his story, hehe.
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obsidian
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Re: q3gwdm1_beta

Post by obsidian »

Player snags by the rounded stairs, both traveling up the stairs and next to the crates.

Looks pretty.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
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Hipshot
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Re: q3gwdm1_beta

Post by Hipshot »

Looks very good.
Some of the details here and the overall quality on textures and assets, this is what you would except QL to have...
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
flipout
Posts: 9
Joined: Mon Apr 25, 2011 5:18 am

Re: q3gwdm1_beta

Post by flipout »

Thanks for the feedback ;) .

@Cityy

Well this is my first map for quake 3, I made a couple maps for quake 4 and doom 3 That's about it.

I'll switch the quad with one of the yellow armor and see how it works.

I don't have a server up, I've been playing on local lan and with bots. My Internet connection isn't very good for online play.

Yeah, I like 2v2 best 4v4 does seem a little much.

I really appreciate the feedback. I'll get to working on the things you suggested. Thanks
EmeraldTiger
Posts: 392
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Re: q3gwdm1_beta

Post by EmeraldTiger »

Haven`t played it against bots yet, but dang man! You would think this was a UT2K4 map or something, with all the intricate models / details that it uses. Veeerrry stylish. Like Hipshot said, I really wish we had stuff like this in Quake Live!

Magnificent job.
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nitin77
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Re: q3gwdm1_beta

Post by nitin77 »

screenshots look tremendous
Fjoggs
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Re: q3gwdm1_beta

Post by Fjoggs »

This is hot as fuck.
v1l3
Posts: 822
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Re: q3gwdm1_beta

Post by v1l3 »

I know that this is a lot to say, but this map is the best one that has ever been made. I'm not just saying that because it's visually alluring, but the layout is very connective ... it's vertical too and there is a lack of those kind of maps. This had to have taken a shitload of time to make. I'm sold ... good job man. =)
spookmineer
Posts: 506
Joined: Fri Nov 29, 2002 8:00 am

Re: q3gwdm1_beta

Post by spookmineer »

Respect.
I'm glad to see this isn't his really first map.
Is there a way to be sure Sock didn't make a second account here...?

Lately there have been some surprises here (Noruen for example), where do these guys come from?!
g0th-
Posts: 262
Joined: Sat May 19, 2007 7:57 pm

Re: q3gwdm1_beta

Post by g0th- »

Looks nice! have to give this one a try when i get home. Did you made all assets yourself?
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flipout
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Re: q3gwdm1_beta

Post by flipout »

Thanks for the comments guys.


@goth

Yeah, I made the assets. All the models and 3D textures were made in modo. I pretty much made them the way you make assets for doom 3 and quake 4 with a high resolution model baked into a low res then I used Photoshop to paint them . I used CGtextures.com for the base textures for overlays, things like that.
Bliccer
Posts: 341
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Re: q3gwdm1_beta

Post by Bliccer »

Sweet project! Just recognized two things: The textures on the stairs at the lower YA are a bit too stretched, and I don't know if it's just me feeling/seeing it: Those long broken girders hanging from the top are missing their broken parts somewhere.
EmeraldTiger
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Re: q3gwdm1_beta

Post by EmeraldTiger »

I think flipout has single-handedly restored my faith in the id tech 3 engine. Anything UT2K4 can do, id tech 3 can do too. :up:
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flipout
Posts: 9
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Re: q3gwdm1_beta2

Post by flipout »

Update 06/03/2011 added some pillars to the lightning gun room like cityy suggested, switched the quad with the yellow armor, did a few tweaks here and there and fixed some clipping issues.


download http://www.fileden.com/files/2007/8/25/ ... _beta2.zip
VolumetricSteve
Posts: 449
Joined: Sat Nov 06, 2010 2:33 am

Re: q3gwdm1_beta2

Post by VolumetricSteve »

Excellent textures, the layout makes for a lot of good skirmishes. A lot of the detail is very well crafted. It is weird that some of the decaying areas don't have rubble left over, but, a minor oversight in light of the accomplishment otherwise.
flipout
Posts: 9
Joined: Mon Apr 25, 2011 5:18 am

Re: q3gwdm1_beta2

Post by flipout »

Thanks for the comments :) It's pretty close to being final . The reason why I didn't add any rubble was because I was afraid it would interfere with the player. I guess I could add some small stuff and just not clip it.
EmeraldTiger
Posts: 392
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Re: q3gwdm1_beta2

Post by EmeraldTiger »

flipout wrote:Thanks for the comments :) It's pretty close to being final . The reason why I didn't add any rubble was because I was afraid it would interfere with the player. I guess I could add some small stuff and just not clip it.
You can create a shader to have your rock texture be made nonsolid so that the player is not affected by it.
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Pat Howard
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Re: q3gwdm1_beta2

Post by Pat Howard »

@flipout, your map is beautiful. it makes my stuff feel old and outdated. i should get back to work :).
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