New Cerberon (Alpha 3) - newcerberon_a3.bsp - Updated 3/31/1

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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EmeraldTiger
Posts: 392
Joined: Fri Sep 17, 2010 1:53 am

New Cerberon (Alpha 3) - newcerberon_a3.bsp - Updated 3/31/1

Post by EmeraldTiger »

New Cerberon - by Ricardo "EmeraldTiger" Stevenson
Alpha 3 (Updated 3/31/2013)


The initial news of the GTKRadiant 1.6 build announcing QL support was exciting to hear, so I decided to begin work on a new CTF map. Looking for some possible themes, I decided that I would go with a Strogg based aesthetic once I get to the visuals, after being awestruck by cityy's marvelous Strogg textures used in three of the Premium Pack 15 maps. The map is named after the Strogg capital city in the Quake 2 storyline.

The map supports classic CTF, as well as One Flag CTF, Harvester, Attack & Defend, and Domination.

Image
Image

Download: (Alpha 3)
https://dl.dropbox.com/u/27277779/newcerberon_a3.zip

Feedback:
- Bugs (check all supported gametypes)
- Item Placement
- Inconsistencies between bases (I copy and flip the bases and then make minor adjustments as needed if they're quick and easy enough, then I check both sides thoroughly. But it's still possible for something to slip up, so if you notice anything in one base that isn't reflected in the other, notify me.)
- Botplay

ETA:
- Location markers
- Visuals

Thank you for your time, and have fun!
Last edited by EmeraldTiger on Sun Mar 31, 2013 6:40 am, edited 2 times in total.
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_DOOMer_
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Re: New Cerberon (Alpha 1) - newcerberon_a1.bsp by EmeraldTiger

Post by _DOOMer_ »

This map will be only for QL, not for classic Q3?
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cityy
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Re: New Cerberon (Alpha 1) - newcerberon_a1.bsp by EmeraldTiger

Post by cityy »

Downloaded, will comment in a bit!

---

Looks like a map with a lot of potential to me, I really like your center map, feels very well scaled. Here's a few thoughts:
- flag room feels too small to me, especially the flag platform
- flag room might profit from another low exit if you scale it up
- wondering the MH pickup makes your flag def too vulnerable (something to look out for during testing later because if the def doesn't get MH he's left with only YA and that would be very little stack to work with IMO)
- your pre base setup makes me struggle a bit, it feels strange that you need to pass by 2 rooms before you arrive at the flag (maybe try to merge those two while keeping a good distance between mid and base)
- swap medkit and RG IMO to make up for the dangerous water/sewer route (I love that solution btw, it's not as slow as the usual underwater medkit -- you might as well want to add a way to circumvent the water and allow the player to not make noise)
- some of the hallways might profit from being a little wider; I think you can be a bit more generous with your scale in ctf

Keep it up!
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EmeraldTiger
Posts: 392
Joined: Fri Sep 17, 2010 1:53 am

Re: New Cerberon (Alpha 2) - newcerberon_a2.bsp - Updated 3/8/13

Post by EmeraldTiger »

@doomer: Most likely the map will remain Quake Live exclusive, as I plan to use a texture set for it that is only available in that game.

@cityy: Thank you for your in-depth feedback. :)

New Cerberon - by Ricardo "EmeraldTiger" Stevenson
Alpha 2


Download: (Alpha 2)
https://dl.dropbox.com/u/27277779/map_n ... ron_a2.zip

Changelog:

- Expanded the flag rooms. (resp. to cityy)

- Added a new route connecting the flag rooms and the MH
water area. (resp. to cityy)

- LG moved to new part of MH water area; a SG takes its
place. (resp. to baaked, pikaluva13)

- Moved PG over to former RL location.

- Moved SG over to the former PG location.

- Moved RL to the original SG flag room location. (resp. to byce)

- Swapped upper GA and frontline YA. (resp. to cityy, baaked)

- Swapped RG and Medkit. (resp. to cityy)

- Bigger doorways. (Inspired by Left Behind / Warehouse) (resp. to cityy)

- Removed the doorway from shards to GL; new tele spawn. (resp. to MexicanPadre, pikaluva13)

- Reduced water visibility with a more murky water texture,
along with water fog. (resp. to MexicanPadre, cityy)

- Increased the domination radii in bases by 32 units.

- Bot optimization.

Feedback:
- Bugs (check all supported gametypes)
- Item Placement
- Inconsistencies between bases (I copy and flip the bases and then make minor adjustments as needed if they're quick and easy enough, then I check both sides thoroughly. But it's still possible for something to slip up, so if you notice anything in one base that isn't reflected in the other, notify me.)
- Botplay

ETA:
- Location markers
- Visuals
[color=#00FF00][b]EmeraldProductions[/b][/color]
http://emeraldproductions.weebly.com/index.html
EmeraldTiger
Posts: 392
Joined: Fri Sep 17, 2010 1:53 am

Re: New Cerberon (Alpha 3) - newcerberon_a3.bsp - Updated 3/31/1

Post by EmeraldTiger »

New Cerberon
Alpha 3


Download: Alpha 3
https://dl.dropbox.com/u/27277779/newcerberon_a3.zip

Changelog:

- Connection from midbase YA to high SG removed due to potential abuse / unpredictability by offense. (resp. to cityy)

- Enlarged the dropdown next to the GL to make it more clear. (resp. to baaked)

- Created a new walkway in the right section of the front base, connecting the right upper entrance platform to the RG / shard walkway. This also shortens the jump from RG to right upper entrance, allowing for an easier route for mid defenders to navigate. (resp. to cityy, baaked)

- Open GA platform replaced with a small corridor. Grabbing the GA opens some bars in front of it.

- Moved the left upper entrance 64 units towards the right. (resp. to cityy)

- Merged the two mid-level base entrances. (resp. to donka)

- Added a second RL and a GA to the upper mid areas, giving mid defenders some resources to work with. (resp. to baaked)

- Moved the mid teleporters underwater, directly underneath their previous locations. (resp. to baaked)

- Removed some columns / supports. (resp. to cityy, donka)

- High central platform in mid now appears in all gametypes, to allow for faster navigation across mid. (resp. to baaked)

- Clip brush added to floor of underwater area so that the RA spawn pad doesn't clip. (resp. to MexicanPadre)
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