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Untitled - Pre Alpha.
Posted: Sat Jun 17, 2006 10:48 pm
by Hipshot
This is a pre-alpha map that I made in a haste, no graphical design has been made yet so It looks like a Q1 map kinda.
I'm looking for gameplay suggestions only on this map. Else I woulden't have posted it looking like this =) It will look good in the end, belive me.
The map ships with an arena file and bot support, but the bot's doesn't play the map that well, which I find odd since it's a pretty simple and basic design.
Some things are colorcoded, TPs are red, buttons are green and JPs are blue, there's only one JP though.
I know that atleast the railgun and the platform above feels kinda empty, but I don't know what to fill them with. Later when I do the graphics part, it will atleast look better...
I think this is a 1vs1 or maybe FFA3. I defaulted the bots at 3 and you, 4 players that is.
http://www.zfight.com/misc/files/q3/zfight_tmp1.rar
[lvlshot]
http://img152.imageshack.us/img152/3428/shot03105zf.jpg[/lvlshot]
//mod: lvlshot that sucker please!
Posted: Sat Jun 17, 2006 10:56 pm
by Foo
What are you after, bot gameplay, 1v1? If you've got a rough description of the kind of architecture you're considering, at least style, that might affect some of my feedback on the gameplay.
Posted: Sat Jun 17, 2006 11:01 pm
by Foo
Initial thoughts are that the railgun room and that whole path is very dull, opening one side of the room out as a ledge above the area to the side of it would be beneficial.
The teleporter exits have their own dedicated exit rooms/dead ends. I'd discourage that as a matter of reducing dead areas. Almost always the teleporter exits can be brought into an area which allows more choice as to where you go once you leave the teleporter (for example, you could place one of the exits into that railgun room to improve the action in that area).
Level feels quite well spaced out. That's no bad thing but I think it's lacking somewhat in terms of interconnections.
I'm gonna play a bot game on it now. Might not get chance for a proper multiplayer for a while.
BTW, shoulda marked where the teleporter entrances were.
Posted: Sat Jun 17, 2006 11:05 pm
by Hipshot
Sorry, I had a reboot window open that ticked down so I had to type fast. I'll update the first post now.
Edit: *done*
Posted: Sat Jun 17, 2006 11:23 pm
by Foo
Done a quick CPM round. Can get up some good speed on the open corridors, which feels good
I think this could be tuned up to a good 1v1 map, the general size and feel is right.
I still found the same things when I played it 'for real'... The dead ends are frustrating, and some areas really lacked interconnection.
You could look at linking that basement teleporter up to the central area by way of a second jumppad - This would add another route out of the area below the RA (which is a very long 2-way street where a lot of paths feed into it but not very many feed out).
The dead-end YA room only adds to the frustration with the number of dead ends requiring double backs. At least with the teleporter ones, once you learn about them you rarely need to venture into them.. but with the lower YA you're forced into it which is not a good position for the down player (the guy scooping up the lesser armors) to be put in).
Curvy room with the MH buttons is good. Main room with the RA is good though the RA would probably be better where the current YA is in the basement.
The area with the rocket launcher feels like it should have a route directly into the back room where the MH buttons are. Perhaps a ledge into that room with limited visibility.
Door heights are good.
Traps work well (Green pit is a bit redundant tho with the current setup).
2 RLs is the mark of a professional
I think that's enough thoughts on my part until another beta

Posted: Sat Jun 17, 2006 11:26 pm
by Foo
Ooh one more, the screenshot you posted shows a sharp 'Y' fork where two doorways enter a room adjacent to each other and in the same direction. This is generally considered bad as the doubling-back motion feels bad, and the collisions as players spar around a 180-degree turn doesn't work so well.
Posted: Sat Jun 17, 2006 11:44 pm
by Fjoggs
I didn't really test enough, but the first feeling was that the map is huuuuuge. Feels more like a TDM map then a 1on1.
Posted: Sun Jun 18, 2006 8:01 pm
by Hipshot
*update*
Better interconnection, moved some items.
http://www.zfight.com/misc/files/q3/zfight_tmp2.rar
Posted: Sun Jun 18, 2006 8:10 pm
by Foo
Fancy a multi?
Posted: Sun Jun 18, 2006 8:34 pm
by Foo
Did some CPMA 1v1
*No item in the main trap room?
* RA placement lower down seems to work OK.
*linking the upper railgun walkway right around the rocket launcher bit works alright.
*Think the top room opposite the rail needs an exit, perhaps out to a ledge in the back pillar room. That's still a long route with no options as you go up the staircase
*Still dead end in the main area
Posted: Thu Jun 22, 2006 10:31 pm
by Hipshot