[BETA] subctf4 (Q3 CTF map)

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subst
Posts: 26
Joined: Sat May 28, 2011 10:36 am

[BETA] subctf4 (Q3 CTF map)

Post by subst »

Hi everyone! I'm subst and this is my first post here :p
After quite a long time I got back to q3 and to mapping... and I made this new map.
I was wondering if I could get some feedback on it here. Please let me know what do you think about it : )

Ok so, this map is subctf4 and it is
a small/medium sized CTF arena, best for 4 v 4 or 5 v 5 matches

readme:
http://gsurfaces.ic.cz/readme.txt

some screenies:
http://gsurfaces.ic.cz/subctf42.jpg
http://gsurfaces.ic.cz/subctf43.jpg
http://gsurfaces.ic.cz/subctf44.jpg
http://gsurfaces.ic.cz/subctf45.jpg
http://gsurfaces.ic.cz/subctf46.jpg
http://gsurfaces.ic.cz/subctf47.jpg

download (~8MB):
PK3- http://gsurfaces.ic.cz/subctf4.pk3
ZIP- http://gsurfaces.ic.cz/subctf4.zip
EmeraldTiger
Posts: 392
Joined: Fri Sep 17, 2010 1:53 am

Re: [BETA] subctf4 (Q3 CTF map)

Post by EmeraldTiger »

That looks beautiful, man. Good layout and visuals, and I like how you can attack the flag from above and not just from the sides or below. Though I did notice two 25+ healths spawning in the exact same place, which I believe was from coming right out of the bases. (it`s sitting on top of a stone ruin) You may want to look into your entities to see if you have any spawning right on top of each other.

I also noticed that in the middle, the jump pads next to the YA pedestal don`t send you directly upwards but facing in the direction of the RL bridge. Unless you`re playing in CPM you can`t steer yourself to the YA using the jump pad - I would make it send you straight up so you can steer yourself to grab the YA when using the jump pad, so you don`t have to land and then jump to it later.

The name is cute, "You are reading this". But, it feels a lot like a placeholder to me and this map is so awe-inspiring that it doesn`t really do it justice. I would replace it with something that matches the arena`s character. But that`s just me.

Keep up the good work, it`s looking awesome!
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v1l3
Posts: 822
Joined: Wed Apr 02, 2003 8:00 am

Re: [BETA] subctf4 (Q3 CTF map)

Post by v1l3 »

Very nice work. =)

I noticed something the central courtyard(if that's what you call it). There is a red and a blue line that are sitting partially in the ground as if there should be an item there that's missing. It's only visible from up close.
Your mapping has come along way ... I like it.
cityy
Posts: 1020
Joined: Mon Aug 10, 2009 8:23 am

Re: [BETA] subctf4 (Q3 CTF map)

Post by cityy »

I like that. Nice layout with a good flow. LG might be a little far away from base. I can't really tell without having played it against human opponents but you might have to switch it with the RG. However, maybe use some more banners - they are a really nice indicator for what team's base you are in. Other than that I really like it - liking the visual style too.
www.ferdinandlist.de/leveldesign
subst
Posts: 26
Joined: Sat May 28, 2011 10:36 am

Re: [BETA] subctf4 (Q3 CTF map)

Post by subst »

Hey, thanks everyone for the comments! I'm glad you like the map :p

EmeraldTiger -thanks for noticing the 25-health bug! I missed that one, will fix.
-about the jumppad next to YA platform in the central yard -I would like to get some more feedback on that. I always try do do the pads so they would get you to the destination without any further air control after you stepped on the trigger (also i think the bots prefer to have them this way, but thats not really the most important thing here what the bots want) I would like to hear from more people what they think about this.
Btw, I have tried this while testing the pads and the jump itself is possible in vq3, it's just a bit tricky (you need to walk on the pad already with forward+strafe pressed) , not very hard to do but maybe not really something you would want to try with enemies nearby in live match. (Hm, thinking about it more, maybe all such open jumppads should be done with the target just right above without any directions, to make it little less predictable for the enemy...)

v1l3 -thanks, glad you like the map. But I cannot find the spot you are talking about in your comment :( Could you possibly post a screenshot of that thing please ? (There were no items intended on the ground there except for those two shotguns and quad under the bridge, so i suppose this could be some kind of bug, but i couldn't find anything suspicious even in the editor...)

cityy -thanks for the comment :). Yes- I think items and spawnpoints (-maybe have one or two more spawns placed a bit closer to enemy base?) could be tweaked a bit, but that would definetly require some matches with human players first. (though I must say at the moment I quite like the RG spot itself, since RG is a strong weapon it sits on quite vulnerable spot with low ceiling, -so even if it might seem to be a good camping spot there, in fact it could be a little dangerous to go there just to pick it up)
-and about the colours/banners, hm I know about this but it was kind of intentional to have it in this style -inspired here by one of my fav maps Geit3ctf2- I'm sure everyone knows it :) -I would say that in my map the bases are maybe even a little more distinguished than in Geit3ctf2, but of course this is another thing I would like to get some more feedback on. If more people would say it's a problem I would definetly try to add something to make it more clear.
EmeraldTiger
Posts: 392
Joined: Fri Sep 17, 2010 1:53 am

Re: [BETA] subctf4 (Q3 CTF map)

Post by EmeraldTiger »

Perhaps to distinguish the bases a bit more, you could use the ThreeWave colored jump pads. Not only does the texture provide clues but it gives off light as well, which is important for picmip players.
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v1l3
Posts: 822
Joined: Wed Apr 02, 2003 8:00 am

Re: [BETA] subctf4 (Q3 CTF map)

Post by v1l3 »

It isn't showing up now ... I dunno. Scratch that thought I guess. :rolleyes:
subst
Posts: 26
Joined: Sat May 28, 2011 10:36 am

Re: [BETA] subctf4 (Q3 CTF map)

Post by subst »

Oh, allright then... I wonder what it was, hopefully it just wont appear again :p

Anyway, so I have updated the map a bit, still waiting to test it in a match with human players though.
whats new for now:
+fixed double 25-health bug
+changed jumppad-textures to ones with team colours
+fixed few minor texture and clipping bugs
+also tried to improve bot-play, but I don't think this worked too well :l

well... not so many changes, anyway I have updated the links with new versions
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