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Room Layout?

Posted: Mon Jan 02, 2006 11:57 pm
by primaltheory
Hey, How does this room look in terms of layout?

[lvlshot]http://hexagram.usfirst818.org/layou.JPG[/lvlshot]


//Edit: lvlshot those big suckers from now on please. Better yet, resize them in Photoshop - no need for such large screenshots of a basic layout image.

Posted: Mon Jan 02, 2006 11:57 pm
by Hipshot
Open.

Posted: Mon Jan 02, 2006 11:58 pm
by primaltheory
What would you prefer I do to make it better?

Posted: Tue Jan 03, 2006 12:13 am
by Hipshot
Uh... how big is the room, can you maybe place a character or something inside so that one can compare to something.

Posted: Tue Jan 03, 2006 12:19 am
by primaltheory
http://hexagram.usfirst818.org/asdf.JPG

sorry didn't feel like cropping it... look right

Posted: Tue Jan 03, 2006 12:26 am
by Hipshot
Probably someone with a better game play experience should answer, but it could probably work out good, depends on how you place your items, and the rooms around.

Posted: Tue Jan 03, 2006 12:33 am
by primaltheory
Yea I don't think there will be a weapon RIGHT there, but there is a (i divided it into 3, its more like 7)-box wide hall (the big grid on setting 4 I don't know the size), and if these are the 3 boxes (wide)

| | | |
the first and the last go up, the middle one goes down, and in the middle I think i'll have either the nailgun or the hyperblaster

Posted: Tue Jan 03, 2006 12:38 am
by primaltheory
They don't have those in quake 4...

Posted: Tue Jan 03, 2006 2:48 am
by Geit
Hard to tell without seeing the entire connectivity.

Posted: Tue Jan 03, 2006 6:19 am
by obsidian
Maybe you should finish the entire layout before posting any screenshots, etc. Hard to give an opinion when we really don't have anything to look at.

Finish your entire layout until it is actually playable, with weapons, spawnpoints, etc. Then post a map file and any extra assets.

Posted: Tue Jan 03, 2006 10:26 am
by Oeloe
obsidian wrote:Finish your entire layout until it is actually playable, with weapons, spawnpoints, etc. Then post a map file and any extra assets.
:icon14: Start with pencil and paper and make a (rough) design of the layout first, including major items and powerups. If you want your map to be playable and not just a showpiece, you need to determine how players will have to run around the map before you start building.

The competitive design guide should be a good read: (also links to other articles) http://www.promode.org/maps/guide/

Posted: Tue Jan 03, 2006 5:06 pm
by sumatra
Looks like some skatepark if you ask me. I need some cover, man.
Roger that.

Posted: Tue Jan 03, 2006 8:35 pm
by primaltheory
Ah Ok, Yeah I don't really know what to do for cover there, other then leaving the room or pillars...

I like to work on my rooms in groups of three, seems to work better for me (lol rhymes)

It is rather fun to run around in though, I finished some of the neighboring rooms and this one actually feels like a quake map, lots of ups and downs and rampjumps, and some good looking stairs too, and some curvy stairs and oh wow it's just so neat, I'll try and get the entire thing layed-out so you guys can give a better opinion, sorry for rushing I just needed something to work off of.