GREGYPTCTF3 - BETA1 <-DEC30th

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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skinmaster
Posts: 102
Joined: Sat Feb 19, 2005 10:11 am

GREGYPTCTF3 - BETA1 <-DEC30th

Post by skinmaster »

hey mappers,

BETA stage., a few things might still have an odd method, ie the doors are acting weird due to some hinting.. other than that, lets hear what you have to say about parts or whole...

bots ARE included, and they work fair enough so far... i havent done anything bot related yet...

noTES-
WHITE buttons- they are for your team to shoot, they control either the gate near haste or two doors within the grate tunnel leading from shotgun area into the yard or another grate in the lower rear flagroom entry ramp tunel. They have different timers on them so see if you can interpret how i planned for their potential in game purposes...One of these buttons near the door is a blocker for the oppositions gate button.

RED or BLUE buttons - they are the oppositions buttons within your base, one fires a 6 grenade blast into the corner or the lower rear corridor, another raises a weapon jump able gate in the ramp near the team one.

sECret! - there is a secret in both bases, im going to change one of them, hide it somewhere else. don't go finding the secret in the oppositions base! -not the "shooting the pharoah in the head/balls secrets, though they are also secrets.. :p

the flag room grenade "defense" position - it was for a bit of varied offense defense, i think it needs more space though, so plans to modify it.. yep

lEdGed camping spots - there are numerous narrow ledges, flow enhancers, and small triangular perches, some very well hidden, but in integral locations.

PerSOnal tELePOrter - its easy to dive into the pool for both enviro, or medkit, and pop right back out via the jumpads, and if you want a teleporter the same risk must be taken. However the teleporter will always return you to either the pool or the cage in your teams yard. If you are sent to the pool you always get another teleporter on the way out and also are awarded something from using it. (this might be broken .. i've been hopscotching all over the map..) this idea is still rough, so if you can think of some manner modify it and improve its participation... do tell... :)

DOWNLOAD IT
Last edited by skinmaster on Fri Dec 30, 2011 8:56 pm, edited 4 times in total.
skinmaster
Posts: 102
Joined: Sat Feb 19, 2005 10:11 am

Re: GREGYPTCTF3 - preview

Post by skinmaster »

[lvlshot]http://www.rave.ca/en/image/original/441511/[/lvlshot]
Last edited by skinmaster on Fri Dec 30, 2011 8:59 pm, edited 1 time in total.
j3st3r
Posts: 97
Joined: Fri Oct 01, 2010 11:02 pm

Re: GREGYPTCTF3 - preview

Post by j3st3r »

I can appreciate what you have going on but it would seem to me you need to simplify.
skinmaster
Posts: 102
Joined: Sat Feb 19, 2005 10:11 am

Re: GREGYPTCTF3 - preview

Post by skinmaster »

thanks for the critique, now there is a new file available :D
Last edited by skinmaster on Fri Dec 30, 2011 8:57 pm, edited 1 time in total.
j3st3r
Posts: 97
Joined: Fri Oct 01, 2010 11:02 pm

Re: GREGYPTCTF3 - preview #2(updated bsp)

Post by j3st3r »

It's not just 1 area. Just seems, imo, you have too much going on. Maybe trying to squeeze more than needed into 1 map.
skinmaster
Posts: 102
Joined: Sat Feb 19, 2005 10:11 am

Re: GREGYPTCTF3 - preview #2(updated bsp)

Post by skinmaster »

you may have been right, i did quite a few things to this since you commented, check the BETA, as your comment related to the preview, not the bETa. :D
Last edited by skinmaster on Fri Dec 30, 2011 9:01 pm, edited 2 times in total.
skinmaster
Posts: 102
Joined: Sat Feb 19, 2005 10:11 am

Re: GREGYPTCTF3 - preview #2(updated bsp)

Post by skinmaster »

ok i did a couple quick things and put the latest compile up in dropbox and also the map file

ps- i noticed my alterations caused a thingy next to the door and a caulk spot near there too. ignore them, :d
skinmaster
Posts: 102
Joined: Sat Feb 19, 2005 10:11 am

Re: GREGYPTCTF3 - preview #2(updated bsp)

Post by skinmaster »

btw, i play with cg_fov 111 or 113
Last edited by skinmaster on Fri Dec 30, 2011 8:57 pm, edited 1 time in total.
skinNCNmaster
Posts: 344
Joined: Wed Jan 29, 2003 8:00 am

Re: GREGYPTCTF3 - preview #2(updated bsp)

Post by skinNCNmaster »

pics moved to 1st post
Last edited by skinNCNmaster on Fri Dec 30, 2011 8:58 pm, edited 1 time in total.
skinmaster
Posts: 102
Joined: Sat Feb 19, 2005 10:11 am

Re: GREGYPTCTF3 - BETA1 <-DEC30th

Post by skinmaster »

ok a beta is ready for downloading!

couple of things:

1. the portalskybox is new/being worked on
2. the center area was just reworked but is not finished, i'd like suggestions
3. weapon placement outdoors..... im sort of wary to put weapons in the training yard area. but im open to item placement critique and suggestions..
4. is the quad room too small?
5. keep in mind this map is designed for a highly co-ordinated team
deqer
Posts: 298
Joined: Mon Dec 28, 2009 6:30 pm

Re: GREGYPTCTF3 - BETA1 <-DEC30th

Post by deqer »

I'm not going to bother with your stuff, because I feel strange spending my time reviewing stuff from someone that posts on two accounts.
Last edited by deqer on Sat Dec 31, 2011 7:32 am, edited 1 time in total.
skinmaster
Posts: 102
Joined: Sat Feb 19, 2005 10:11 am

Re: GREGYPTCTF3 - BETA1 <-DEC30th

Post by skinmaster »

im just being
lightmill
Posts: 42
Joined: Sun Nov 27, 2011 11:27 am

Re: GREGYPTCTF3 - BETA1 <-DEC30th

Post by lightmill »

why floor texture on the walls?
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skinNCNmaster
Posts: 344
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Re: GREGYPTCTF3 - BETA1 <-DEC30th

Post by skinNCNmaster »

which?

although a label says ground/floor.... we do find rocks in space....
lightmill
Posts: 42
Joined: Sun Nov 27, 2011 11:27 am

Re: GREGYPTCTF3 - BETA1 <-DEC30th

Post by lightmill »

The white\red checker, you can see it in the screenshot. Looks very strange.
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