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Re: ct3ctf1 by cityy (alpha 2)

Posted: Fri Aug 27, 2010 10:12 pm
by Anthem
I like that you're breaking up the monotony of reds with green. That's what I'm doing with my current project. Keep it up! I still want a beta! :D

Edit: I'm also glad you decided to put something of value in the water. This makes the area a lot less like a death trap, and more like a path way. Consider it like the ice in Siberia. If someone doesn't use the ice correctly, it will be a slow and hazardous path through the ice. However, if used correctly, a player can take medkit and go. In this instance, it's a bit more defensive, but at least players will have a small prize for falling in the water regardless.

Re: ct3ctf1 by cityy (alpha 2)

Posted: Sun Aug 29, 2010 5:06 pm
by cityy
[lvlshot]http://cityy.explicits.de/uploads/maps/ct3ctf1/shots/shot0189.jpg[/lvlshot]
[lvlshot]http://cityy.explicits.de/uploads/maps/ct3ctf1/shots/shot0188.jpg[/lvlshot]
Might remove the fog later.. it certainly takes away at lot of contrast. Currently just getting every area on an equal level of detail to start working on lighting and getting out a beta.

Re: ct3ctf1 by cityy (alpha 2)

Posted: Sun Aug 29, 2010 6:58 pm
by Delirium
lookin nice :up:

Where are the shadows? it looks like your using ambient lighting D:

Re: ct3ctf1 by cityy (alpha 2)

Posted: Thu Sep 02, 2010 6:38 pm
by cityy
My shadows were on vacation.. they sent photos. :D
[lvlshot]http://cityy.explicits.de/uploads/maps/ct3ctf1/shots/shot0190.jpg[/lvlshot]
Getting there..

http://cityy.explicits.de/uploads/maps/ ... ot0191.jpg
Created myself a jumppad texture today - abused hipshot's jumppad grid texture.

http://cityy.explicits.de/uploads/maps/ ... ot0192.jpg
Shadows.

http://cityy.explicits.de/uploads/maps/ ... ot0193.jpg
Lighting looks way better without the fog.

Re: ct3ctf1 by cityy (alpha 2)

Posted: Thu Sep 02, 2010 9:38 pm
by Anthem
It's looking good! I think you should add some more green into the mix in order to associate it with the color theme a bit more. Perhaps using moss, ivy and vines you can achieve this.

Re: ct3ctf1 by cityy (alpha 2)

Posted: Fri Sep 03, 2010 8:04 am
by sumatra
wow, looking really nifty :-)

In screenshot 2 you could even work with the texture projection of q3map2.
I haven't tried this yet, but you could project the shadow of the fence from above.

Re: ct3ctf1 by cityy (alpha 2)

Posted: Fri Sep 03, 2010 8:51 am
by dichtfux
Looks good cityy! I'll try it soon (after my final exam).

Re: ct3ctf1 by cityy (alpha 2)

Posted: Sat Sep 04, 2010 2:40 pm
by cityy
BETA1

Download: http://cityy.explicits.de/uploads/maps/ ... _beta1.zip

Feedback:
- general thoughts about the design/theme
- item placement
- spawns

To be done:
- clipping
- better lighting
- mid spawns
- optimization with hints
- visual cleanup

[lvlshot]http://cityy.explicits.de/uploads/maps/ct3ctf1/shots/ct3ctf1/beta/ct3ctf1.jpg[/lvlshot]

Hf. :)

Re: ct3ctf1 by cityy (alpha 2)

Posted: Sat Sep 04, 2010 2:43 pm
by Hipshot
Light... damn.
So dark!

Re: ct3ctf1 by cityy (BETA)

Posted: Sat Sep 04, 2010 2:45 pm
by cityy
Turn your gammas up!

Re: ct3ctf1 by cityy (BETA)

Posted: Sat Sep 04, 2010 4:38 pm
by Anthem
I agree with Hipshot... Let there be light!

Some small errors:

Image

http://i787.photobucket.com/albums/yy15 ... tf18-1.jpg

I feel like this larger scale brick doesn't fit with the smaller scale brick found throughout the map (white line = border):

http://i787.photobucket.com/albums/yy15 ... tf15-1.jpg

These trims don't mesh very well:

http://i787.photobucket.com/albums/yy15 ... tf16-1.jpg

I would use a vertical brick texture on these parts to border the tops and bottoms of the pillars:

http://i787.photobucket.com/albums/yy15 ... tf17-1.jpg

This "grate" texture seems a bit out of place when used simply as a floor texture. I recommend making it floor tile rather than the grate or wood.:

http://i787.photobucket.com/albums/yy15 ... 3ctf19.jpg

I think this wall would benefit from having a pipe or some sort of platform on the wall to make the second level in the flag room a bit more apparent.

http://i787.photobucket.com/albums/yy15 ... tf13-1.jpg

It's coming along very nicely. I think it was wise to take red armor out of the mid since there are two yellow armors per base. The medkit is definitely a nice touch. That helps balance the health (with mega health) in each base as well. I think I still prefer replacing the lightning with the rocket launcher, though. The rocket launcher is usually a bit more centralized. You also may be able to benefit by adding trims to some more of the edges (particularly those on the ceiling). I also think you should add a reason for the water "pits" to be there (use pipes). Good job!

Re: ct3ctf1 by cityy (BETA)

Posted: Sun Sep 05, 2010 10:54 am
by cityy
Ty for the quick reply Anthem. Gonna look into the small things later.
Changed the lower mid layout:
[lvlshot]http://cityy.explicits.de/uploads/maps/ct3ctf1/shots/shot0196.jpg[/lvlshot]

Re: ct3ctf1 by cityy (BETA)

Posted: Sun Sep 05, 2010 12:09 pm
by ShadoW_86
Slime with low light emiting level would be soooo cool there, instead of 'hurting water' ;). Tho the room looks already way better then in last version.

Re: ct3ctf1 by cityy (BETA)

Posted: Sun Sep 05, 2010 5:45 pm
by Anthem
I second what shadow said. Either make the central water slime that does damage, or make the water deep enough so it impairs movement.

I like the center much better now. It's much more open. I have to say, though, this map is a lot like Iron Works.

Re: ct3ctf1 by cityy (BETA)

Posted: Tue Sep 07, 2010 10:35 am
by sumatra
As it's too dark at the moment I tested the map with vertexlight. So, bring in some light there already :owned:

I don't agree to swap LG with RL. Ithink the RL works very fine near to the base.

I miss the railgun for some reason but I understand why you left it out for now.
The mid is wide open at the moment. However adding RG or not I suggest you to add a little bit more structure to the mid area.
Here an example which could work:

Image

Maybe you can get into some games on #cpmpickup on quakenet, you'll need some luck though. :ninja:

But generally I like the layout very much. Reminds meof the newer layouts of QL as well... :up:

Re: ct3ctf1 by cityy (BETA)

Posted: Tue Sep 07, 2010 3:49 pm
by cityy
Oh, I made it like this already:

[lvlshot]http://cityy.explicits.de/uploads/maps/ct3ctf1/shots/shot0197.jpg[/lvlshot]

Also the railgun is there, you even have it in your screenshot :O

*forgot to post*

Re: ct3ctf1 by cityy (BETA)

Posted: Tue Sep 07, 2010 3:54 pm
by sumatra
Ah, looking good, so you have some coverage in mid fights...
Shootthrough grates?
cityy wrote:Also the railgun is there, you even have it in your screenshot :O
Well... :paranoid:



:olo:

Re: ct3ctf1 by cityy (BETA)

Posted: Tue Sep 07, 2010 4:04 pm
by cityy
sumatra wrote: Shootthrough grates?
Yes. Also: :olo:

Re: ct3ctf1 by cityy (BETA)

Posted: Tue Sep 07, 2010 4:12 pm
by sumatra
Compile a new Beta already! >:D

Re: ct3ctf1 by cityy (BETA)

Posted: Thu Sep 09, 2010 3:00 pm
by cityy
New screens featuring the new underwater tunnels, the new home of the medkit:
http://cityy.explicits.de/uploads/maps/ ... ot0199.jpg
http://cityy.explicits.de/uploads/maps/ ... ot0198.jpg

(Water not doing damage anymore)

Re: ct3ctf1 by cityy (BETA)

Posted: Thu Sep 09, 2010 3:00 pm
by Anthem
I saw the new pics. Give us new beta!

Edit: LOLOL I posted before you but I am still the "latest post in topic".

Anyway, I like that you added yet another link to the bases. This passage is very q3ctf2-esque in that it's an underwater tunnel that has medkit.

Seriously, beta, nao.

Re: ct3ctf1 by cityy (BETA)

Posted: Thu Sep 09, 2010 3:23 pm
by sumatra
Ah, nice. A sneaky underwater route. Not right into base though?

Where is the beta... :miffed:

P.S. Did you try to contact me? Maybe I declined your inquiry..
Just send me your UIN via pm.

Re: ct3ctf1 by cityy (BETA)

Posted: Thu Sep 09, 2010 4:29 pm
by cityy
No, it's leading to the TP pool. You could certainly consider that as 'right into the base' but yeah.. :toothy:

Re: ct3ctf1 by cityy (BETA)

Posted: Thu Sep 09, 2010 5:31 pm
by dichtfux
new beta link or it didn't happen

Re: ct3ctf1 by cityy (BETA)

Posted: Sat Sep 11, 2010 1:29 pm
by monaster
Second that. :D Your map's looking really neat so far, by the way.