nsndm1a - Unholy Redux [1v1/2v2/FFA/CA]

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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smiker
Posts: 7
Joined: Tue Oct 29, 2013 1:21 pm

nsndm1a - Unholy Redux [1v1/2v2/FFA/CA]

Post by smiker »

Unholy Redux - nsndm1a (nsndm01b Remix)
Download PK3: https://drive.google.com/file/d/0B8u5qG ... sp=sharing

Beta Version
Changes since alpha

·Layout seems ok, maybe some slight changes on the boxes will be considered, and modify the clipping on the bridge to better player control. Also I noticed MH is a little hard to pick without practice, and it can ruin some good plays.
·Items can be suggested for change. It would be helpful to know if they can be better placed, removed or whatever.
·Map is intended to work for CPMA Tourney (1v1 & 2v2) or Free For All, but on 1v1 quad area seems unuseful. Have to think about that a while. Accepting ideas ;)

30-10-2013 Update

·Corrected jumpad trajectory
·Fixed some missing sounds & Textures
·DL/Updated

Todo

·Lower the ambient sounds from LOUD to ambience.
·Considering armor replacement, and powerup removal, since the powerup area doesnt feel too useful on duel, if not TDM.
MAP INFO
This is a remake of my first seriously released map, Unholy Lucky, AKA nsndm01b (http://ws.q3df.org/map/nsndm01b/). In that time I lacked more things than thought, so the difference is very notable in several aspects, but there is a reminiscence of what it was on the new version. It was builded from scratch, no decompiling, no retexturing, just taking as reference a recent game on nsndm01b, and my memories.
Here is the original layout (notice its rotated 90ºCCW relative to the other layout snapshots) :
Image

And a link to the OLD, rudimentary and unpolished version. Theme was radically changed, of course :>
ORIGINAL PK3: http://ws.q3df.org/maps/downloads/nsndm01b.pk3

* * *

[lvlshot]http://www.maverickservers.com/forums/download/file.php?id=852&mode=view[/lvlshot]
[lvlshot]http://www.maverickservers.com/forums/download/file.php?id=853&mode=view[/lvlshot]
[lvlshot]http://www.maverickservers.com/forums/download/file.php?id=854&mode=view[/lvlshot]
[lvlshot]http://www.maverickservers.com/forums/download/file.php?id=855&mode=view[/lvlshot]
[lvlshot]http://www.maverickservers.com/forums/download/file.php?id=856&mode=view[/lvlshot]
[lvlshot]http://www.maverickservers.com/forums/download/file.php?id=857&mode=view[/lvlshot]

****

Videos

These were Recorded on an earlier version
http://www.youtube.com/watch?v=2eQSQAe4sH0
http://www.youtube.com/watch?v=ZG177akztPw

CPM Gameplay
http://www.youtube.com/watch?v=know_5uNOH0
Last edited by smiker on Mon Nov 04, 2013 1:21 pm, edited 11 times in total.
v1l3
Posts: 822
Joined: Wed Apr 02, 2003 8:00 am

Re: nsndm1a - Unholy Redux [1v1/2v2/FFA/CA]

Post by v1l3 »

The mushroom jumppad doesn't bounce you high enough to get up ... even when pressing forward it sometimes won't even get you up there
kaustic
Posts: 184
Joined: Wed Mar 09, 2011 5:10 pm

Re: nsndm1a - Unholy Redux [1v1/2v2/FFA/CA]

Post by kaustic »

There is a missing sound file and texture also. The sound you should hear when standing
where I took the screenshot(can hear that annoying default sound you get when the game
cant find a sound file through out the map but is most prevalent at that point).
smiker
Posts: 7
Joined: Tue Oct 29, 2013 1:21 pm

Re: nsndm1a - Unholy Redux [1v1/2v2/FFA/CA]

Post by smiker »

Woah thanks. Gonna fix it right now.

EDIT:

·Waterfall texture fixed (I think) and sounds added (Ty Tony), please let me know if there are still trouble with it, I might have some problems writing shaders O_o'
v1l3 wrote:The mushroom jumppad doesn't bounce you high enough to get up ... even when pressing forward it sometimes won't even get you up there
·Jumpad fixed, it should get you to the target without trouble.

By the way, which mod were you playing while testing the JP? I made it promode suitable, so even bots can use it =)
While it is a curious question, I lifted the target a bit, and reclipped the front wall to help a bit ;) So ty too vile


Download updated.

cheers :)
v1l3
Posts: 822
Joined: Wed Apr 02, 2003 8:00 am

Re: nsndm1a - Unholy Redux [1v1/2v2/FFA/CA]

Post by v1l3 »

I was using Cpma
_DOOMer_
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Re: nsndm1a - Unholy Redux [1v1/2v2/FFA/CA]

Post by _DOOMer_ »

Visually looks good. But too loud background noises spoil everything. IMO.
[url=http://doomer.org/maps/q3/][color=#40BF40]My Quake 3 maps[/color] [[color=#FF0040]Russian lang[/color]][/url]
smiker
Posts: 7
Joined: Tue Oct 29, 2013 1:21 pm

Re: nsndm1a - Unholy Redux [1v1/2v2/FFA/CA]

Post by smiker »

_DOOMer_ wrote:Visually looks good. But too loud background noises spoil everything. IMO.
Ty for the answer, but I need some explanation :P
You mean they are not needed or just to lower their volume? I really thought they would add some extra ambience, and thought they would not ruin the gameplay since they could be removed by setting s_ambient to 0. Any suggestion?
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Eraser
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Re: nsndm1a - Unholy Redux [1v1/2v2/FFA/CA]

Post by Eraser »

s_ambient is not a cvar available in baseq3. If I'm not mistaken, it's a CPMA cvar (that, or OSP, or both).

edit:
http://www.quake3world.com/forum/viewto ... 10&t=40913
smiker
Posts: 7
Joined: Tue Oct 29, 2013 1:21 pm

Re: nsndm1a - Unholy Redux [1v1/2v2/FFA/CA]

Post by smiker »

Damn you're right X_x always having something to learn. =)
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