Zero, TDM map, alpha1

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Lukin
Posts: 349
Joined: Sat Jan 29, 2000 8:00 am

Zero, TDM map, alpha1

Post by Lukin »

Two things:
1) The map is in alpha stage so it looks like shit :P
2) It's my first attempt to make a competitive TDM level so I guess some things can be seriously broken. That's the reason I put this very early version online - the whole map can be redesigned.
3) No location names (Q4MAX), anybody can tell me exactly how to make them?

To make the layout clearer I've set different color of lights in each room. So I recommend to turn vertexlighting, ambientlight, etc. off for a few seconds ;)
Some 90 degrees turnings will be replaced with curves so don't worry about it.

download

HF.
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jester!
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Joined: Mon Oct 31, 2005 1:55 am

Post by jester! »

Weeeee....

*downloading*

Only thing I can say really so far is that it would be really good in a large CA, the layout itself would lend itself well to multi level fighting and there dont seem to be a bunch of dead areas where one could just sit and snipe. May be to many 'main' feeling areas if that makes sense? Will have to run around it some more.

Also the spinning 'L' made me feel ill almost instantly when I got on it, like the joy of bob pitch/roll/up x1000 :D

The BFG is odd, I dont know how well it would work in a map honestly, its nearly useless on Rose and is just a spam weapon on the CTF map, very end of you or whatever it is.
pjw
Posts: 860
Joined: Sun May 07, 2000 7:00 am

Post by pjw »

jester! wrote:The BFG is odd
BFG? Where? ;)

The layout feels pretty decent to me. Like jester! said, it flows pretty well and nothing feels especially clumsy or dead-endy.

I giggled when I found the DMG+RA right next to one another and needing to be reached by the Spin-O-Gadget. If you really wanted to be mean, you could script the thing to randomly slow down, speed up, and/or tilt on an axis or three...I also like it that you made it just *barely* too high for a rocket-jump (I think).
Dr4ch
Posts: 96
Joined: Thu Nov 03, 2005 6:36 pm

Post by Dr4ch »

I havent looked at your map, and damn you`re too fast at mapping :)

but i can answer you that one thing:
Q4max generates the map locations by calculating the nearest item or something like this.

For the future its best to "info_location" as maplocations, q4max and x-battle both decided to support this entity in the Teamoverlay.

I need sleep now, I`ll look at your map tomorrow.
jester!
Posts: 969
Joined: Mon Oct 31, 2005 1:55 am

Post by jester! »

pjw wrote:
jester! wrote:The BFG is odd
BFG? Where? ;)
Its been a BFG since doom, the gun which fills the role of uber death weapon = bfg no matter what you want to call it. :icon25:
Lukin
Posts: 349
Joined: Sat Jan 29, 2000 8:00 am

Post by Lukin »

The DMG+RA "trap" is my tribute to classic "Q2" maps, like q2dm2 and q2dm5. I really miss them ;)

Thanks for an info Dr4ch. So it's the same thing as the areas names in single player?
Is it implemented in newest Xbattle? I'm so busy with mapping, didn't have time to really dig the latest version :(
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primaltheory
Posts: 623
Joined: Wed Dec 28, 2005 4:31 am

Post by primaltheory »

No screenshots? :-(
Why not?

[i]Jenny: lol, i'm not changing the whole harddrive directory structure for a mod. Do it proper like other mods please.[/i]
pjw
Posts: 860
Joined: Sun May 07, 2000 7:00 am

Post by pjw »

primaltheory wrote:No screenshots? :-(
Lukin wrote:The map is in alpha stage so it looks like shit :P
primaltheory
Posts: 623
Joined: Wed Dec 28, 2005 4:31 am

Post by primaltheory »

I like looking at shit (I look at your mom every day) :-P
Why not?

[i]Jenny: lol, i'm not changing the whole harddrive directory structure for a mod. Do it proper like other mods please.[/i]
Lukin
Posts: 349
Joined: Sat Jan 29, 2000 8:00 am

Post by Lukin »

Yep, what pjw said. If you still curious here's one shot:
Image

I had warned :D
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GODLIKE
Posts: 387
Joined: Tue Nov 30, 1999 8:00 am

Post by GODLIKE »

Lukin wrote:The DMG+RA "trap" is my tribute to classic "Q2" maps, like q2dm2 and q2dm5. I really miss them ;)
Those ARE great maps, yeah..

On this alpha: There are some areas where you're getting flicker (what used to be called Hall of Mirrors, if you mapped for Q2) on some areas that are basically past too many portals. If you backtrack just a little from the grenade launcher on the higher level, you'll see what I mean...

Of course, you have all the time in the world to make architecture changes to prevent those really long views..
Oeloe
Posts: 1529
Joined: Fri Mar 19, 2004 8:00 am

Post by Oeloe »

The spinning L is fun! :D It's nice that they added this behavior in the Q4 physics (conservation of momentum). Looks like there are some possibilities to use this in Defrag-type maps (Runningman maybe you could try something?). :)

Btw I think your map needs LAVA.
Last edited by Oeloe on Tue Jan 03, 2006 1:40 am, edited 1 time in total.
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hemostick
Posts: 203
Joined: Wed Feb 14, 2001 8:00 am

Post by hemostick »

It could use more cowbell.
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