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ODQ4CTF1 looking for ideas on item layout
Posted: Tue Nov 15, 2005 1:12 pm
by o'dium
Started this map an hour or so ago. ATM its just one base with no central area (not done yet), so the teleporters all take you back to the base.
Its just one base, the marine base, and I'm looking for ideas on layout and weapon placement, stuff like that.
This isn't supposed to be huge. Your gonna have your bases, your central place, and thats all. I'm very much going for the simple style used in maps like Vortex portal. You know, those VERY quick flag runs.
Anyways, its just half a base. Give me suggestions on weapon/item/powerup layout yeah?
http://www.quake2evolved.com/files/odq4ctf1_beta1.zip
Remember, I've only been working on this for an hour or so, so it wont be perfect, or probably even very good

Posted: Tue Nov 15, 2005 3:49 pm
by o'dium
BUT, at least the FPS are locked at 6X, and its bright, cuntles. :P
Posted: Tue Nov 15, 2005 11:25 pm
by o'dium
What, no replies? I can post screenshots if needed. I'm nearly done with the middle section, so if nobody gives me any suggestions i'll just add stuff wherever i feel is right.
Posted: Tue Nov 15, 2005 11:48 pm
by Guest
EDIT: No trolling please
- Foo
Posted: Tue Nov 15, 2005 11:56 pm
by o'dium
ctrlnuke wrote:EDIT: No trolling please
- Foo
EDIT: No flaming please
- Foo
Posted: Wed Nov 16, 2005 12:09 am
by Foo
o'dium wrote:What, no replies? I can post screenshots if needed. I'm nearly done with the middle section, so if nobody gives me any suggestions i'll just add stuff wherever i feel is right.
Sorry dude, have been meaning to check it out all day.
I think the feedback will pick up once server autodownload is fixed. There will be more scope for games on custom content by then.
*loads*
Posted: Wed Nov 16, 2005 4:30 am
by kretz
post some screen shots please
Posted: Wed Nov 16, 2005 5:36 am
by Kiltron
Weapon Placement In Team Bases:
1) Lowest level = Rocket Launcher at SMC logo.
2) Next level up = Shotguns at the angled corners by the Armor jumppads.
3) Highest level = Railgun at center of arrow logo.
Why?
1) Most combat on space multi-tier spacemaps take place on lowest level.
2) Placement of Shotguns there will give that Q3DM17 feeling in that section where the shotguns are in the corner and you jump across the gap grabbing the Armor.
3) Railgun placement is best placed at distances in spacemaps so players have view of all/most combat going on.
There can be more, these are just key spots I saw right away.
Posted: Wed Nov 16, 2005 1:48 pm
by o'dium
Didn't see that last post, so i just placed anywhere ATM. I'll look into it. Everything placement wise is still up for discussion, I just wanted some weapons in the map.
Try out jumps, gaps, clipping (steps) and if you can suggest a few more spots for items, as there are none atm, that would be great guys. Hyper Blaster is located on the central section between the two bases, so it is there. Still only the marine base. If you spawn as a strogg you just die, so dont try it
http://www.quake2evolved.com/files/odq4ctf1_beta2.zip
Levelshot as a quick pic:

Posted: Wed Nov 16, 2005 1:57 pm
by neh
looks nice - will give it a whirl this evening
Posted: Wed Nov 16, 2005 8:23 pm
by Grandpa Stu
looks like a merge between q3ctf4 and mpteam8 (that was vortex right?)
Posted: Wed Nov 16, 2005 8:30 pm
by Fender
vortex was 6
Posted: Thu Nov 17, 2005 3:23 am
by Grandpa Stu
ah yes, 8 was assasins roost no? tis a shame that never made it as a played map.
Posted: Thu Nov 17, 2005 9:36 am
by o'dium
Eh, I did some cool vortex portal style portals. My only problem is finding a cool sound for it.
Posted: Thu Nov 17, 2005 10:07 am
by MKJ
vortex portal tele's were the shit. that shouldve been in all but a few maps IMO :icon14:
for some free sounds try wavcentral.com. most of it is crap but there are some gems to be found there. and you can always edit them in soundforge or summat to make it more like you want them to be
Posted: Thu Nov 17, 2005 10:13 am
by o'dium
Well, I even have it so that your FOV changes really high, like before.
Problem is now, tele sounds. Because of the way the teleporters work for this kind of effect, i need to add a trigger sound that plays every time somebody passes through the trigger brush, but for some reason, Q4/D3 wont let me do it right, it keeps looping like 1 second after it starts, and wont play the sound right...?
Once I get this i'll post a new beta with the portals in for you all to check out.
Posted: Thu Nov 17, 2005 11:50 am
by o'dium
Oh for fucks sake...
The sound just doesn't play in SP, but it plays in MP. Thats why it wasn't working... What a fucking dumb ass i am...
Posted: Thu Nov 17, 2005 12:13 pm
by o'dium
Ok guys, this one is the next test. The base is the same, so is the middle bit, i haven't touched it. I've been working on a vortex portal style effect that the teleporters will use. Now to see it in action, use the bottom central jump pad, this will take you to the middle section (25% done if that so ignore this place). Unfortunatly, once your there you will have to kill yourself to get back
Also, remember that you should only spawn as a marine
Thanks guys.
http://www.quake2evolved.com/files/odq4ctf1_beta3.zip
So feedback once again on item placement, and on the portal, thanks.
Posted: Thu Nov 17, 2005 12:14 pm
by o'dium
BOLLOCKS.
Whoever said that save bug was fixed LIED. Because its an old version of the tele...
Give me 5mins, sorry... Damn fucking buggy piece of shit...
ALL I WANT IT TO DO IS SAVE...
////////////////////////////////////////////////////////////////////////////////////
Ok, sorry about that... The links back up. The damn editor is so fucking buggy... Links back up now. If you dont have the correct spelling of "heroes" in the map name, then sorry but you have the old file

Damn this editor.
Posted: Thu Nov 17, 2005 8:09 pm
by neh
i'm being extremely gay here - but its not showing up in the maps list - whats the console cmd to load this up?
fuck me - what a twat - changed the game type and magically of course it shows up ..
checking it out now
Posted: Thu Nov 17, 2005 8:10 pm
by Fjoggs
si_map "mapname"
spawnserver
Posted: Thu Nov 17, 2005 8:19 pm
by o'dium
neh wrote:i'm being extremely gay here - but its not showing up in the maps list - whats the console cmd to load this up?
fuck me - what a twat - changed the game type and magically of course it shows up ..
checking it out now
Its a CTF map sir.
Posted: Thu Nov 17, 2005 8:22 pm
by neh
hmm .. it looks really nice - reminds me quite a lot of vortex in TA definitely.
some feedback on placement
I would figure the flag on the top level tbh - where it is now makes it pretty easy to defend i reckon (thinking on rail rocket on top level pretty much makes capture and more than a single step before being fragged impossible.
red armour doesn't seem to follow with any logical capture, evade flow to me - dunno - would make more sense on the lowest level if there was also a exit to the rear of the base section
you said yourself that weapon placement was pretty much just to have some weapons there - I don't have useful feedback on that tbh - other than the two rockets and also the rail up top dont feel right - but then maybe thats just as I'm comparing it to vortex - in that though a rail ledge to the rear (behind the vertical "claw" geometry would make for some great hide and seek rail battles with some one who'd taken control of the rail ledge / etc .. just an idea
but yeah - great start and am looking forward to more progress
Posted: Thu Nov 17, 2005 8:33 pm
by o'dium
Well, I placed the flag on that level because it seems waaaay to easy to grab it else. You can fly into the base from the central tele (which spawns you above the lowest jump pad), crouch slide/strafe jump to the back jumppad, follow that around to the top, grab the flag on the bounce and jump straight down to the bottom jump pad, and out the tele, making it easy as hell, hitting the floor twice or something. Keeping it on the platform, it at least forces you to do a bit more jumping.
I was thinking about that very back jump pad, too. What about if i removed that one that takes you up to the top, and replaced it with a railgun style platform like in vortex? That may work.
Posted: Thu Nov 17, 2005 8:38 pm
by o'dium
Heres a quick WIP shot of the middle area, very blank ATM with no detail or structure but hey.
[lvlshot]http://www.quake2evolved.com/odium/odq4ctf1_beta_middle.jpg[/lvlshot]
edit: lvlshot