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Q3 Alpha - kazdm4

Posted: Sat Oct 07, 2006 7:47 am
by Kaz
Here's a small tourney map I constructed over the past few hours. I felt the need to complete a layout, as I hadn't in awhile. Comment on anything and everything, it's all welcome =D

Obligatory Screenshots:

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Download - ~500k

Thanks in advance!

Posted: Sat Oct 07, 2006 7:58 am
by Scourge
Wow, darkness settles in.

Anyway, I'll check it out. :D

Posted: Sat Oct 07, 2006 8:06 am
by o'dium
Wow that looks really strange, but in a good way. Its about time we had a simple but fun map again. 10 years ago we were all fragging in maps with 3 textures and box areas with no complex geometry, it makes a change to see something without wires and fences and monitors.

I'm sure you will change the textures at some stage, but try not to to much. All I could say, is maybe add a few lights to a few areas to get it looking a bit more ambient down i nthe lower areas. I like the texture set you have going on, I think for some reason it works, even if its just placeholder :D

Posted: Sat Oct 07, 2006 8:23 am
by Kaz
ha! Thanks :D

Posted: Tue Oct 10, 2006 10:38 am
by mrd
Yo, me and my buddy had a run through your map in Vanilla and OSP Clanarena for about half an hour. Here are our thoughts and a few screenies.

First off, your item placement basically sucks, to put it bluntly. Not sure if it's temp or what, but just letting you know. So we looked around and tried to think of what you could change.

Secondly, in a map this small you only really need one rocket launcher. Having two is overkill. I'd say you should remove the one that's isolated up on that ledge (the one that isn't right beside that lift), and then put the one that is beside the lift where the shotgun is now. In playing, that seemed to be a rather central area and it felt kinda weird to have a shotgun there. So I'd say, put the RL there, lose the 5h and put in one rocket ammo with the launcher. Where do you put the shotgun? I was thinking in that hallway off to the side of the room with the red armor in it.

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The RA and Plasma are down the stairs to the right in this pic. I'd say put the shotgun in this hallway, along with an ammo box if you want, and maybe even a 25h instead of the 5s or shards that are there now (can't remember which it was). The shotgun is usually a good weapon to grab when you're the underdog of the game, so putting it out of the way is a good idea so the person doesn't have to expose themselves too much to arm up.

As for the Plasma and LG, I'd say you'd only need one or the other for a map this small. They're pretty similar weapons so having both is kinda redundant. The current location of the plasma gun is pretty good, so I'd say either keep it there and take out the LG, or take out the plasma and maybe put the LG where the secondary RL is (the one that I said to take out).

As for armors... the red armor is fine, I like the way you've placed it. My buddy mentioned maybe pushing the wall back behind it so that the little "cave" its in is twice as deep so it's more of a threat to yourself to get it.. up to you. I think it's fine. The yellow armor is in kind of a strange spot, as is the the 50h on the ledge above it. I was thinking you should just switch them up maybe.. not sure. Having an item down in that little hole like that is almost too risky to warrant going there.

The map itself is pretty bland but it's only an alpha so I'm not gunna rag on you about it. I think, if you're going to stick with plain textures, you need to develop some more interesting architecture to help distinguish the rooms. I found when I was playing I kept getting lost and I couldn't figure out where the fuck to go for the RA or some weapons cuz everything looked the same. I just kept running in a circle pretty much. So if you spice up the rooms and the hallways a tad so people can make mental notes like "follow that funky lookin wall for the RA" or whatever, then it would help the flow a lot I think.

Also, my buddy had this idea for extending one area of the map, here's a screeny of where:

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He was thinking of putting either a staircase or a jump pad or something on the bottom level there, as a way of getting to the top. Push the bottom wall back as well. As it is now, the 3 exits from the room I took the screeny from basically all lead to the same place, so if you're trying to escape, you pretty much can't. If you put a little method of getting to the 3rd floor in there, then not only will it eliminate the dead end where that RL is up there, but it will also open up that end of the map a bit more.

You might wanna think of adding in 1 or 2 jump pads somewhere, because as it is now, its kinda hard to move up to other floors if you're on the bottom. Maybe turn the big huge wide lift into a jump pad.. who knows.

It's a good start for a map though, its very tight and the fighting is pretty intense. My buddy has some beef with the low ass ceilings but I like em. I think it adds to the map. He was thinking of just raising them so the splash damage on the RL isn't so overpowering.

That's all we got for now... we'll try again when you update it.

Posted: Thu Oct 12, 2006 11:06 pm
by Kaz
Thanks bunches for all of the feedback, I'll try to get some changes (asthetic and otherwise) done this weekend and update the download! :D

Posted: Wed Oct 18, 2006 11:11 pm
by Infernis
As always, a well conceived layout.

Keep us posted.