q4 map - Rusted beta1

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StormShadow
Posts: 557
Joined: Wed Feb 16, 2005 8:10 pm

q4 map - Rusted beta1

Post by StormShadow »

A few things. First, this map in all likelihood will be submitted to the VIA/Doom3World mapping comp, so please dont distribute this map anywhere outside this forum. I had a bad experience with a beta of mine getting stuck up on quake4files.com before I was ready for it to be there, and I would rather not repeat that experience :)

Obligatory Screenshot:
Image

There are two files in this pk4, storm4dm3, and storm4dm3_a. The second is an alternate build without the railgun.

My concerns are that the map is too open for the railgun, and that its too easy to camp certain areas. I did try to put the RG in an out of the way location in build 1, but it may not be enough.

I am mostly looking for item placement feedback, but I will retool the layout if need be, so feel free to suggest anything.

DL here:
http://www.planetquake.com/stormshadow/ ... 3_beta.zip
Oeloe
Posts: 1529
Joined: Fri Mar 19, 2004 8:00 am

Post by Oeloe »

Me like. :) I'm not really sure, but perhaps it would be good if you could CJ to the MH slightly easier. I can imagine if you're pinned down at MH you don't want to walk back to do two jumps to get to MH or get down to do a rampjump. Maybe it's ok like this...

I'd desaturate the colour of the weapon/armor spawn lights a bit.

Otherwise i really like the feel of this map (first impression).
GODLIKE
Posts: 387
Joined: Tue Nov 30, 1999 8:00 am

Post by GODLIKE »

Yeah, this is looking good.. From my run-through:

1) The ramp to the left and up, if you're facing the teleporter with the yellow armour in front.. Seems to have no pupose. You kind of pogo up there and then .. nothing.

2) There's some z-fighting on the beam that comes out from the curved wall.. Look up in the rounded hallway.

3) Some interior lights (using the 3-tube light texture) appear really bright... brighter than outdoors, even. Maybe add flares to those lights, so it doesn't look odd? When you walk through those areas, the light "source" doesn't look like it should cast that much light.

Overall.. very nice work! :icon25:
StormShadow
Posts: 557
Joined: Wed Feb 16, 2005 8:10 pm

Post by StormShadow »

Oeloe wrote:Me like. I'm not really sure, but perhaps it would be good if you could CJ to the MH slightly easier. I can imagine if you're pinned down at MH you don't want to walk back to do two jumps to get to MH or get down to do a rampjump. Maybe it's ok like this...

I'd desaturate the colour of the weapon/armor spawn lights a bit.

Otherwise i really like the feel of this map (first impression).
Well, the jump to MH isnt supposed to be easy :P
YOu can also do that jump by jumping beside that ramp (on the right), and not having to crouch jump.

I was thinking about desaturating the colors a bit as well.. they are a little bright for my theme.

Thanks!
GODLIKE wrote:Yeah, this is looking good.. From my run-through:

1) The ramp to the left and up, if you're facing the teleporter with the yellow armour in front.. Seems to have no pupose. You kind of pogo up there and then .. nothing.

2) There's some z-fighting on the beam that comes out from the curved wall.. Look up in the rounded hallway.

3) Some interior lights (using the 3-tube light texture) appear really bright... brighter than outdoors, even. Maybe add flares to those lights, so it doesn't look odd? When you walk through those areas, the light "source" doesn't look like it should cast that much light.

Overall.. very nice work! :icon25:

Thanks for the feedback!

1) you can ramp jump across the pit to the ledge, and not lose momentum on the way to snagging rail.

2) okay, ill look into it

3) That may have to do with the color of the light.. i can turn it closer to a gray than a white.
Oeloe
Posts: 1529
Joined: Fri Mar 19, 2004 8:00 am

Post by Oeloe »

StormShadow wrote:You can also do that jump by jumping beside that ramp (on the right), and not having to crouch jump.
I know, just a normal rampjump.
jester!
Posts: 969
Joined: Mon Oct 31, 2005 1:55 am

Post by jester! »

I like the primary layout with the rail, would like for something to be down below it, some ammo for something, anything it looks kind of empty now.

It flows well, lots of ramp jumps all over the place should be a lot of fun for sure, I dont think it to open, though from the rail location you can cover the tele dest fairly well from the tele with the YA in front, maybe throw up something to block los so if a guy is way up he cant just hang back at the rail with no fear of being rushed?
Lukin
Posts: 349
Joined: Sat Jan 29, 2000 8:00 am

Post by Lukin »

Well, I can't say much about the map becuase I participate in the same contest. I only ask: where's storm4dm2?

GL
[size=75][url=http://www.lukinonline.com]lukinonline.com[/url][/size]
StormShadow
Posts: 557
Joined: Wed Feb 16, 2005 8:10 pm

Post by StormShadow »

jester! wrote:I like the primary layout with the rail, would like for something to be down below it, some ammo for something, anything it looks kind of empty now.
Yeah, a couple others have mentioned this as well.. Ill stick something down there :)

jester! wrote:It flows well, lots of ramp jumps all over the place should be a lot of fun for sure, I dont think it to open, though from the rail location you can cover the tele dest fairly well from the tele with the YA in front, maybe throw up something to block los so if a guy is way up he cant just hang back at the rail with no fear of being rushed?
I added a ramp to the YA exit for this reason, originally it was a sunken area (like the MH area in Fleet) where there was no choice but the tp. Now you can back out of it, giving you more options. However, you are certainly right, its pretty easy to cover the YA via the rg area.

I may add some pillars around the curve?
Lukin wrote: I only ask: where's storm4dm2?
In my recycle bin :D
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