Industry - Beta

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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Foo
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Post by Foo »

The problem I see is.... in order to implement gameplay improvements you neccesarily have to alter the structure of your level. And to implement visuals is to complicate your level structure. Hence the guts of the gameplay decisions have to be made before you begin on the visuals. I used to end up getting really bored of moving parts of my levels around because big gameplay improvements needed to be made after I'd put some nice visuals in.
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Foo
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Post by Foo »

Yarr.

I intend to give this level a runaround as soon as I'm done with my current university work nightmare of a fortnight.
"Maybe you have some bird ideas. Maybe that’s the best you can do."
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krekits
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Post by krekits »

I'll probably say something you don't like, but the map felt way too corridory and cramped as well. Some more gameplay in all three dimensions is always something to strive for. This map doesn't cut it I'm afraid.

Looks are good though.
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Foo
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Post by Foo »

Okie gave it a quick runaround and I think the map flow is nice but needs a couple of adjustments before 'proper' gameplay testing:
1.
Image
You could introduce a high L-shaped corridor here to cure 2 problems: The dead end seen in the corridor on the left, and the cramped lower T-junction shown in the center. Have it exit out onto that room with the GL to the right of the image, and make it a walkway above the lava in the T-room. This will give some good vertical interaction in what is currently a cramped corridor T-junction room.

More coming, gotta break out of this quick-reply box :o
"Maybe you have some bird ideas. Maybe that’s the best you can do."
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Foo
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Post by Foo »

2.
Image
This whole area could be merged into a single space, by chopping some of the walls around and opening it up. I can't illustrate too easily how you would do this without mocking it up in the editor. However, I included an idea for raising the side walkway (seen in blue, and the area between the green bars) to produce more vertical interest. The bit of the blue section that leads out in between the 2 staircases would be a ledge and the player could drop down here but not get up. May be a good location for a small armor or even MH.
"Maybe you have some bird ideas. Maybe that’s the best you can do."
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Foo
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Post by Foo »

3.
Image
The RL open area suffers from only having a single route through it. One way to add another route here would be to place a teleporter in the corner by the RL and maybe have it exit by the PG. Now I think if it, perhaps the corridor to the left of the PG shot would be a good place, but I'll cover that bit in point #4
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Foo
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Post by Foo »

4.
Image
The problem noted in #3 with the single route is compounded by this huge long corridor with no connectivity at all. You could add a staircase coming up from where the MH is, and a walkway across to the GL as shown with the green line.
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Foo
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Post by Foo »

5. General stuffs:
Level took ages to load and I don't really understand why.
Barely any health in the level. A couple of 25hs in each big room should be sufficient.
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Foo
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Post by Foo »

be chattings to me on the instant messengarators for some back'n'forth analysis if you like. I'll prolly be up all night with uni bs.
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sumatra
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Post by sumatra »

Foo wrote:5. General stuffs:
Level took ages to load and I don't really understand why.
Barely any health in the level. A couple of 25hs in each big room should be sufficient.
The longtime load declares by the huge bsp (lightmap)... IMO.
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Anwulf
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Post by Anwulf »

I agree with krekits' remark about this being a corridor map. There should be places in a map where things open out, but this is all very cramped. There needs to be a little more clipping in one or two places so that players don't get snagged if they slide along the wall.

I thought the lighting was well done, but just a bit dark, especially in the YA room where the light from the lava isn't really enough to compensate for the light above the first landing.

I wasn't sure whether it was possible to get onto the pipes in the RL area so I rocket jumped only to find that I seemed to have wedged myself where the clip brushes meet above them.

I found myself mostly circling around the maps so that I was always trying to grab the MH. It gave me a major advantage over the bot. (I thought the map seemed best suited to tourney.) If the MH were a little less easy to get, it means that it couldn't be exploited.

As for the pk3, I think you need to reduce the size of the levelshot. I've never seen the need for large images, and even zipped it's still 1Mb. Where's the .arena file? Is there a reason for an md3 to be inlcuded in the pk3?

Lastly, info_player_intermission.
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