Map: Caustic Burn - phantq4dm5

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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phantazm11
Posts: 362
Joined: Tue Jan 31, 2006 12:03 am

Map: Caustic Burn - phantq4dm5

Post by phantazm11 »

This is my CMP entry, entitled Caustic Burn. The map was created for TDM, Dead Zone, and FFA DM gametypes, and is also set up for 1v1 matches using Tournament mode.

Image Image Image

Download:

http://www.quake4files.net/beta/index.p ... pid&id=150

phantazm11
pjw
Posts: 860
Joined: Sun May 07, 2000 7:00 am

Post by pjw »

I like this map. Very nice use of verticality, good texturing and detailing and a cool layout. I especially like the curved-rising hallway, the curved stairs, and some of the pipework/patchwork. Lighting seems good too. Bright enough to not make people whine, but still with some decent shadows and contrast.

Suggestions/Observations:

1) I'm a little hesitant about having a direct (via tele) connection from RA<-->RG. I'd maybe change one/both of the dests and/or remove one. Two-way teles are almost always less interesting and not as good for gameplay, IMO. Also,

2) I'd consider making RA a *bit* more dangerous to get--maybe remove one tele (the one to RG?) and/or remove some of the slope-jumpy trim so that it's not entirely along that whole side of the room, but only in a couple of spots? Hell, I'd be tempted to move the RA over where the +5s are by the pit o' lava-y death, but I'm a jerk that way; your milage may vary. :)

3) There are a few places where you just have a sort of stunted ramp up to change elevation rather than a few stairs. This seems weird to me...unfinished or something.

4) The stuff on the window ledges near DMG seems sort of annoying to pick up...

5) I'd consider moving the MH back a bit more since you have room there, or making it somehow a bit harder to get. I know that you have to slopejump if you're coming from the floor, but it's easy enough to hop over from the one hallway...

6) The rocks outside the windows in various places are a cool start, but I think you could make them more interesting...maybe a second "layer" a bit farther back for a bit more depth/parallax?

7) There's some fog weirdness going on under the Quad (DM) tele down by the lava...

Just for a final wacky idea to consider, I think it might be interesting to make a (dangerous and/or difficult...probably both) connection of some kind between the two lava areas, probably down closer to the lava...they're close enough, and I think you could maybe do it without hosing your portaling...

This is coming along very nicely. :)

(What happened to Dark Ritual?)
I beat the internet; the end guy is hard.
phantazm11
Posts: 362
Joined: Tue Jan 31, 2006 12:03 am

Post by phantazm11 »

Thank you for the in-depth feedback, pjw. I like a lot of your suggestions, but at this late date, I will probably not have time to change much.

I'll move the MH back some to make it a little more dangerous to get.

Adding additional rocks to the outside is a great idea, but I'm not going to have the time to add them :(

I'll check out the fog weirdness.


PS. Dark Ritual will be updated soon after the CMP deadline. I put it on hold once again :/ I saw the additional feedback you left in the other thread but have not had time to go over it throughly.

Thank you for the interest in my maps, and taking the time to run through them :)
A1yssa
Posts: 387
Joined: Thu Apr 12, 2001 7:00 am

Post by A1yssa »

Today is the deadline for the cmp! Me wonder when the cmp will be avaible for download...

hope to se your map in it!
;)
Method
Posts: 222
Joined: Thu Feb 28, 2002 8:00 am

Post by Method »

Looks interesting. Good luck on the CMP bro.

-Method
phantazm11
Posts: 362
Joined: Tue Jan 31, 2006 12:03 am

Post by phantazm11 »

Thanks guys.

Good luck to you too, Meth :)
GODLIKE
Posts: 387
Joined: Tue Nov 30, 1999 8:00 am

Post by GODLIKE »

There are lots of great entries for this contest; I'm hoping to have a couple of slow days to LAN, once the patch comes out.

Good luck to everybody who entered the Id comp, and like I said on ESR: this map is really fun to play. :icon31: Nice work!
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