here is my small q3 tourney map at alpha stage. i think layout is almost final. i will appreciate any feadback especially on item placement
xtn3dm2_a1
http://img93.imageshack.us/my.php?image ... 494iy9.jpg
http://img528.imageshack.us/my.php?imag ... 994km6.jpg
http://img518.imageshack.us/my.php?imag ... 629ih3.jpg
http://img380.imageshack.us/my.php?imag ... 963mb8.jpg
http://img152.imageshack.us/my.php?imag ... 974wv4.jpg
q3map: xtn3dm2_alpha1
Re: q3map: xtn3dm2_alpha1
I'm gonna make an assumption that this is made with promode physics in mind...I tried it in vQ3 and had a couple of yawns force their way out.
I was checkin out your remake of Lukin's Q4 map..which felt promode focused to also, so that said..
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Pretty interesting layout though it's a bit overkill on tele's imo. Some of them require circle jumping when coming out, which some of that could be worked on as some of them are really tight circle-jumps..though really could just be a memorization of which way to air-strafe I suppose. The drop-out of the MH tele is a good idea to cause a little loss, though it could easily be a camped by someone..depends. When looking at the RL tele, the RL should be moved to the right, so it's right in line with the walkway to it, and into the tele. Plus..by moving it puts it somewhat in-line with the exit from the YA tele(which the YA/Tele is one of the tele's that a tight circle-jump which I was taking about above). You could work on that...just a thought. =)
I didn't like the way you set up the LG and the SG, and how you kind of tuck them away from the main flow of things. I'd be hoppin on through there and have to come to a stop to grab either one of them, then back up and restart movement to get going again. Slows things down. ..unless you want it that way or something or other.
The only other thing that seemed off was the curved stairway that comes up to a bouncepad..I'd keep it as stairs...some other opinions on that would be good though.

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Pretty interesting layout though it's a bit overkill on tele's imo. Some of them require circle jumping when coming out, which some of that could be worked on as some of them are really tight circle-jumps..though really could just be a memorization of which way to air-strafe I suppose. The drop-out of the MH tele is a good idea to cause a little loss, though it could easily be a camped by someone..depends. When looking at the RL tele, the RL should be moved to the right, so it's right in line with the walkway to it, and into the tele. Plus..by moving it puts it somewhat in-line with the exit from the YA tele(which the YA/Tele is one of the tele's that a tight circle-jump which I was taking about above). You could work on that...just a thought. =)
I didn't like the way you set up the LG and the SG, and how you kind of tuck them away from the main flow of things. I'd be hoppin on through there and have to come to a stop to grab either one of them, then back up and restart movement to get going again. Slows things down. ..unless you want it that way or something or other.
The only other thing that seemed off was the curved stairway that comes up to a bouncepad..I'd keep it as stairs...some other opinions on that would be good though.
Re: q3map: xtn3dm2_alpha1
actually, no =)I'm gonna make an assumption that this is made with promode physics in mind...I tried it in vQ3 and had a couple of yawns force their way out.I was checkin out your remake of Lukin's Q4 map..which felt promode focused to also, so that said..
monsoon remix was made with cq3 gameplay in mind which has ramp-jumps and when i made xtn3dm2 i didnt think about promod features too. i know that curved stairs behaves much better in promode because of aerocontrol and double-jumps and so map can have good flow in promode, but i personally dont play promode and you see map dont have any promode tricks. it will make me glad if map will fit both gameplays or if any.