Looking for some suggestions on this CTF level

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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SonicClang
Posts: 209
Joined: Sun Mar 28, 2004 8:00 am

Looking for some suggestions on this CTF level

Post by SonicClang »

I've sort of picked up an old level I was working on last year and I'm looking for feedback on how I could either finish this level for Quake 3, or just bring it into Quake 4. Or, if it's junk I could start over too. Personally I feel it's way too big. You feel absolutely tiny running around in it.

I started making this about a year ago after a kick ass lan party my friends and I had where all we ended up playing was CTF. We all said we'd go home and make a level to play the next party. Here's what I came up with and I haven't worked on it in forever. I like the idea of releasing a real simple level to show that I'm more than just a music guy. :) and I love CTF levels.

http://sonicclang.ringdev.com/levels/sclangctf.zip
The number 1 cause of death in games is panic.
[img]http://webpages.charter.net/sonicclang/small.jpg[/img]
pjw
Posts: 860
Joined: Sun May 07, 2000 7:00 am

Post by pjw »

I just took a quick look at the layout in Q4E (I haven't even gotten around to reinstalling Q3 on my new rig), and my first suggestion would be to add some cover and/or line-of-sight blocking.

Right now the whole thing is wide open and just a railer's paradise, which (to me personally) is boring. I'd try to add in areas which are under/behind cover on the platforms, and also some vertical cover between platforms (walls? columns? something...). Just break things up a bit.

I personally think the size is fine, especially if you have bounce pads and launch ramps which allow you to cover distance quickly.

And yeah, why not bring it to Q4? Q4 needs new maps more than Q3 does. :)
SonicClang
Posts: 209
Joined: Sun Mar 28, 2004 8:00 am

Post by SonicClang »

Yeah what the hell, maybe I'll bring it into Quake 4. I hate the idea of editing for an old engine. If I'm going to take the time to actually make a level I might as well learn on the latest and greatest.

pjw, I was actually thinking the exact same thing today about adding some cover spots. Originally I was going for the wide open ctf4 (from vanilla q3) feel, but after playing online on that level a little bit this week it just pisses me off when guys are railing you from across the level and they never move. I was thinking some little enclosed areas, nothing too fancy.

So you didn't actually play it? If you did you might think the size is a little big. I brought things closer together today and it felt a lot better. But if I'm designing it for an all out braul of 16 players then it'll all work out. Oh, and pjw, this is the level I started making after that lan party where we were playing ctf... if you remember that. I've been seriously wanting to get back to it but cdoom has taken up ALL my time this last year.

I'm actually anxious to see how the shooters work out in the middle section when I get a chance to play against some real people. Bots never take the middle. Since the easiest and quickest way to run the flag back is to go straight back over the middle, you can sit at your base and step on the switch which launches rockets at the launch pad going back to the other base. If you time it just right you could absolutely demolish the flag runner. And the cool thing about the buttons is, if you're a red player on the blue side, you can't activate that button. :) You get a message that says "This button only works for blue bitch!"
The number 1 cause of death in games is panic.
[img]http://webpages.charter.net/sonicclang/small.jpg[/img]
SonicClang
Posts: 209
Joined: Sun Mar 28, 2004 8:00 am

Post by SonicClang »

And what the hell, one more post for 1000!!!! It's taken me a very long time to get here... in the Flaming Sheep Software forums (classic doom 3) I'm already at 2500. haha.
The number 1 cause of death in games is panic.
[img]http://webpages.charter.net/sonicclang/small.jpg[/img]
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