Q4ctf map - The Refinery - Beta
Posted: Thu Jan 05, 2006 1:53 am
Hi there,
I am currently working on a 4-map package for CTF, and was hoping to get some feedback. This is the map that is "closest" to being complete.
This level is intended to be the third part in a series created by Brian Wight and David 'Zoid' Kirsch. Brian Wight created The Forgotten Mines for the original QWCTF mod. Zoid continued the "mined ore" theme with The Smelter. I decided to incorporate sections of both those maps, which I love immensely, with my own ideas for The Refinery.
It's an industrial warehouse themed map, with a simple layout that is tight and metalic, as you would expect such a place to be. I've always been a fan of the tight claustrophobic maps of the original quake and that influence is probably apparent.
Map Name: The Refinery
Gametype: CTF
Size: Small to Medium (8-10 players)
Screenshots are here:
http://www.clarksvegas.com/ryan/refinery/refinery1.jpg
http://www.clarksvegas.com/ryan/refinery/refinery2.jpg
http://www.clarksvegas.com/ryan/refinery/refinery3.jpg
http://www.clarksvegas.com/ryan/refinery/refinery4.jpg
http://www.clarksvegas.com/ryan/refinery/refinery5.jpg
And the map is here:
http://www.clarksvegas.com/ryan/refinery/ts_ctf3.pk4
*Note: The map assumes you have the most recent map pack from Raven (pak013.pk4) installed, as it takes advantage of colored jump pads.
While although entirely playable, (even for match, imo) this map is not in a final form. Textures are mostly done, but not entirely done. There are errors and problems. For instance, the scripting on the central 'hindged' doors is not written 100% correctly and has a few bugs. I even messed up the loading gui. But still feel free to tell me bugs you might encounter.
Currently framerate is kind of poor. There are at least 3 spots in the bases where FPS dip and I would like to increase performance if there are other mappers out there could offer some advice.
I would probably not be keen on restructuring anything major, as i am currently fond of the layout, but I am quite certain my light efficency is "subpar" at best.
I would like to know how the map "plays" tho. If there are people intrested in giving it a spin, I would like to run around on it sometime; perhaps tomorrow night?
As always, complaints, suggestions and critique are all welcome. My only request is that "it's too cramped" be saved until after it is played for an entire populated match, because being "cramped" is kind of the point of the map.
Thanks for having a look if you have the time to do such a thing.
I am currently working on a 4-map package for CTF, and was hoping to get some feedback. This is the map that is "closest" to being complete.
This level is intended to be the third part in a series created by Brian Wight and David 'Zoid' Kirsch. Brian Wight created The Forgotten Mines for the original QWCTF mod. Zoid continued the "mined ore" theme with The Smelter. I decided to incorporate sections of both those maps, which I love immensely, with my own ideas for The Refinery.
It's an industrial warehouse themed map, with a simple layout that is tight and metalic, as you would expect such a place to be. I've always been a fan of the tight claustrophobic maps of the original quake and that influence is probably apparent.
Map Name: The Refinery
Gametype: CTF
Size: Small to Medium (8-10 players)
Screenshots are here:
http://www.clarksvegas.com/ryan/refinery/refinery1.jpg
http://www.clarksvegas.com/ryan/refinery/refinery2.jpg
http://www.clarksvegas.com/ryan/refinery/refinery3.jpg
http://www.clarksvegas.com/ryan/refinery/refinery4.jpg
http://www.clarksvegas.com/ryan/refinery/refinery5.jpg
And the map is here:
http://www.clarksvegas.com/ryan/refinery/ts_ctf3.pk4
*Note: The map assumes you have the most recent map pack from Raven (pak013.pk4) installed, as it takes advantage of colored jump pads.
While although entirely playable, (even for match, imo) this map is not in a final form. Textures are mostly done, but not entirely done. There are errors and problems. For instance, the scripting on the central 'hindged' doors is not written 100% correctly and has a few bugs. I even messed up the loading gui. But still feel free to tell me bugs you might encounter.
Currently framerate is kind of poor. There are at least 3 spots in the bases where FPS dip and I would like to increase performance if there are other mappers out there could offer some advice.
I would probably not be keen on restructuring anything major, as i am currently fond of the layout, but I am quite certain my light efficency is "subpar" at best.
I would like to know how the map "plays" tho. If there are people intrested in giving it a spin, I would like to run around on it sometime; perhaps tomorrow night?
As always, complaints, suggestions and critique are all welcome. My only request is that "it's too cramped" be saved until after it is played for an entire populated match, because being "cramped" is kind of the point of the map.
Thanks for having a look if you have the time to do such a thing.