idea for a map, does it suc?

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
Post Reply
S@M
Posts: 1889
Joined: Wed Mar 16, 2005 3:11 am

idea for a map, does it suc?

Post by S@M »

I like the idea of a series of long parallel corridors, with teleporters along their length, linked to teh corridors along side them, also a few jump pads which can be used to rocket jump between corridors (no ceilings).

There would be some armour and health, and ammo near the centre of each corridor so players have to go get them, not just hang near a teleporter.

does that sound like a fragfest of fun? rocket and rail based, or just rocket and sg?
"Liberty, what crimes are committed in your name."
voodoochopstiks
Posts: 248
Joined: Tue Jun 08, 2004 7:00 am

Post by voodoochopstiks »

It doesn't sound too exciting or popular, sorry :D

Maybe someone else thinks differently though :D
[i][color=#408080]Give someone a program, frustrate them for a day. Teach someone to program, frustrate them for a lifetime.[/color][/i]
S@M
Posts: 1889
Joined: Wed Mar 16, 2005 3:11 am

Post by S@M »

okay, more I think about it, the gameplay would suc, same with if it was concentric circular corridors with doorways between them.
"Liberty, what crimes are committed in your name."
AEon
Posts: 1816
Joined: Sun Apr 20, 2003 7:00 am

Post by AEon »

It could help if you sketched a layout in Photoshop, or on paper and scanned that, and posted it here. That way folks could far better comment and suggest things. If you will :)
User avatar
Foo
Posts: 13840
Joined: Thu Aug 03, 2000 7:00 am
Location: New Zealand

Post by Foo »

S@M wrote:okay, more I think about it, the gameplay would suc, same with if it was concentric circular corridors with doorways between them.
Level Design is one of those disciplines where keeping it simple doesn't yield the best results. If you can describe most of the gameplay of a level in one or two sentences, chances are it's not going to be sufficient depth to capture an audience when playing.

Some of the simplest Q3 levels I can think of are Q3Tourney2, Q3DM17, but when you get down to it you can only really describe the surface of the gameplay on these levels in simple terms, the complexity of the item distribution and such complicate matters in more subtle ways to produce gameplay which isn't all that simplistic.

For FFA, this isn't a big deal - the 'rules' for an FFA map are extremely lax. As long as there's ample space in the level and view blocking between areas, it'll work.

Dunno if that helps.
Post Reply