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here we go again, q3pwdm2 testers please :)
Posted: Sun Sep 14, 2008 12:57 pm
by fKd
here is a small 1 v 1 dm map i've started and liked, its in alpha stage so far. this is about the 4-5th map i've started since q3ctfp3. this has some fun gameplay... i think, feed back wanted. thanks
file
http://www.mediafire.com/?sharekey=0b20 ... ce667198a7

Re: here we go again, q3pwdm2 testers please :)
Posted: Sun Sep 14, 2008 5:22 pm
by ix-ir
Site down for maintance, try
http://www.filedropper.com
Re: here we go again, q3pwdm2 testers please :)
Posted: Sun Sep 14, 2008 10:20 pm
by fKd
here is the working link

cheers ix
http://www.filedropper.com/q3pwdm2
Re: here we go again, q3pwdm2 testers please :)
Posted: Sun Sep 14, 2008 11:21 pm
by ix-ir
You've got a talent for layouts. At the moment the map's a DA-style map - interesting layout but the items don't work. Only 1 armour and the ammo and health placement is arbitrary. It needs more, perhaps expand the top level? It's also possible to escape the map and run around the outside.
Re: here we go again, q3pwdm2 testers please :)
Posted: Mon Sep 15, 2008 12:19 am
by fKd
yeah item layout is not my strong point

i'll work on that. and being able to run outside the map is just because i have not started player clipping yet
Re: here we go again, q3pwdm2 testers please :)
Posted: Mon Sep 15, 2008 12:19 am
by Dark Metal
^Escape artist^
Re: here we go again, q3pwdm2 testers please :)
Posted: Mon Sep 15, 2008 12:33 am
by Fjoggs
fKd wrote:yeah item layout is not my strong point

i'll work on that. and being able to run outside the map is just because i have not started player clipping yet
He said the layout was fine, it's the itemplacement that's lacky.

Re: here we go again, q3pwdm2 testers please :)
Posted: Mon Sep 15, 2008 12:43 am
by fKd
item placement and item layout... whats the difference?
Re: here we go again, q3pwdm2 testers please :)
Posted: Mon Sep 15, 2008 2:55 am
by pjw
Not a big deal, but just for clarification, "alpha" usually means feature-complete.

In other words, you should really have a functional layout (that people can't get out of), and a functional weapons pass that makes sense before you call it alpha.
Please don't misunderstand--I have no problem whatsoever with you wanting early feedback...however early you want, no problem. Post a build whenever--this is the place.
It's not an alpha though.

Re: here we go again, q3pwdm2 testers please :)
Posted: Mon Sep 15, 2008 3:10 am
by fKd
my bad

Re: here we go again, q3pwdm2 testers please :)
Posted: Mon Sep 15, 2008 5:21 am
by fKd
ok here is something a bit better. more brush work, and no more escaping the map

oh and after some games i've moved some item around... i like the idea of using sound to track your enemy... thats what im going for
http://www.filedropper.com/q3pwdm2_2
Re: here we go again, q3pwdm2 testers please :)
Posted: Mon Sep 15, 2008 2:34 pm
by Fjoggs
fKd wrote:item placement and item layout... whats the difference?
Err, I really have bad reading streak going lately. Nevermind me. :P
Re: here we go again, q3pwdm2 testers please :)
Posted: Mon Sep 15, 2008 5:14 pm
by ix-ir
All times drunk.
Re: here we go again, q3pwdm2 testers please :)
Posted: Mon Sep 15, 2008 5:19 pm
by dichtfux
Term break!

Re: here we go again, q3pwdm2 testers please :)
Posted: Tue Sep 16, 2008 12:02 am
by fKd
in regards to only having 1 AY. im of the opinion that it will make it something to fight over. hence it is in the middle of the map. does this not work in duels? should i have 2? 1 at each end to add a level of map ownage?
Re: here we go again, q3pwdm2 testers please :)
Posted: Tue Sep 16, 2008 12:10 am
by dichtfux
Didn't play the map yet but if you only have one place with a powerful item the up player may be able to simply camp that spot. I'll give it a try tomorrow.
Re: here we go again, q3pwdm2 testers please :)
Posted: Tue Sep 16, 2008 2:03 am
by mjolnir
The architecture on this map looks very interesting. I like the screenshot, good location, overall definitely a decent map.
Re: here we go again, q3pwdm2 testers please :)
Posted: Tue Sep 16, 2008 2:17 am
by fKd
cheers. its miles from finished. still working away on a style for it... might go steam punk on it.
Re: here we go again, q3pwdm2 testers please :)
Posted: Tue Sep 16, 2008 5:44 am
by pjw
I had a chance to look at this for a bit tonight, and while I like the overall look you've started, and the brushwork seems cool, I'm not crazy about the layout at all. Moving around the map feels a bit clumsy, and there are a lot of dead-end feeling areas IMO.
Suggestions/Observations:
1) The LG and RG areas are very dead-end, especially after getting slammed in there by the launch ramps. Maybe tone down those ramps a bit so air control will allow the player to either go high, or go low if the weapon is gone? There's really no place to go except back down/out once you're up there. How about connecting those two areas with the rest of the map in another way? Like maybe...
2) How about a connection from those rooms through to the outside rooftops right on the other side of the wall, since those rooftops are sort of useless right now anyway (IMO). Also maybe make the jump from the rooftops back over to RL a *little* easier? It's slightly tricky right now. Also, I'd consider connecting those two rooftops on into the tele-dest area, since it would be pretty easy to just set up camp up there and wait for your opponent to pop through the teleporter...if you don't do that, at least make the floor there into a shoot-through/see-through mesh or grate...
3) The jumps from LG/RG back across the water toward GL are kind of awkward too--it would be nice if there was maybe a bit more breathing room there? Even 8-16 units on each side of those openings would be nice...
4) I like the tele up to RL, but I would consider switching GL<-->RL. That's a great spot up there to rain down grenades.
5) Needs more armor!
fKd wrote:in regards to only having 1 AY. im of the opinion that it will make it something to fight over. hence it is in the middle of the map. does this not work in duels? should i have 2? 1 at each end to add a level of map ownage?
One armor is usually a bad idea. It becomes easier to control if one person gets the upper hand, and that person tends to keep the advantage. One "power-item" in a map is almost always a bad idea. You should
at least have two, whether it's two armors, or an armor plus a MH.
My first reflex would be to put an RA back in that watery floor-level area of death right in the middle with nothing in it--maybe even stick it in an alcove sunk into the very back of the room to make it a little more dangerous to grab--and then move the YA...somewhere. Maybe an area above GL that can be reached jumping from the current RL spot or via jumpshafts up the back of the current GL room? Or both?
This is all just my opinion, and off the top of my head as I'm running around the map and Alt-Tabbing back to Q3W, so feel free to tell me to bugger off.

I didn't really intend to write so much...
Re: here we go again, q3pwdm2 testers please :)
Posted: Tue Sep 16, 2008 8:21 am
by fKd
thanks heaps for the great feedback. after taking your comment into the editor i think i've got this working much better...
http://www.mediafire.com/?sharekey=8c08 ... b9a8902bda
Re: here we go again, q3pwdm2 testers please :)
Posted: Tue Sep 16, 2008 8:23 am
by fKd
once the gameplay is down i get to start on detailing woohoo
Re: here we go again, q3pwdm2 testers please :)
Posted: Tue Sep 16, 2008 9:48 am
by fKd
new roof section

new central view

jump pad etc added to second central building lower section

Re: here we go again, q3pwdm2 testers please :)
Posted: Tue Sep 16, 2008 9:31 pm
by mjolnir
I like! you blend the architecture witt the layout nicely and the lighting in the last picture looks quite nice.
Re: here we go again, q3pwdm2 testers please :)
Posted: Wed Sep 17, 2008 1:50 pm
by fKd
updated shot
fuck. been editing for 8 hours with out a break... sore eyes require sleep
Re: here we go again, q3pwdm2 testers please :)
Posted: Wed Sep 17, 2008 11:16 pm
by fKd
till my next update, dont bother playtesting this atm. i've been busy working on it (when im not working my other job) and its starting to come together. 2-3 days tops till next update. woo