Q3shwxx: CTF map - alpha4

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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ShadoW_86
Posts: 270
Joined: Tue Jan 08, 2008 1:20 pm

Q3shwxx: CTF map - alpha4

Post by ShadoW_86 »

Here is alpha of my next, ctf map. Atm I want only to test layout, so there's no texturing/lightning done etc. If you play it with bots, I recommend using Team Arena. Botplay in it is much better (in team games) than in vq3 :). What do you think about it?

q3shwctf_a4 download

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v1l3
Posts: 822
Joined: Wed Apr 02, 2003 8:00 am

Re: Q3shwxx: CTF map - alpha4

Post by v1l3 »

looks like a good start...I'm actually liking the ammo next to it's weapon. I'd maybe have more of a comment, but it's hard to see things right now, since it's all one texture on each side(base). It kind of make all of the walkways camoflage into themselves.
axbaby
Posts: 3424
Joined: Wed Dec 22, 1999 8:00 am

Re: Q3shwxx: CTF map - alpha4

Post by axbaby »

railers paradise .. i like open maps but this is too open
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maz0r
Posts: 157
Joined: Wed Apr 21, 2004 7:00 am

Re: Q3shwxx: CTF map - alpha4

Post by maz0r »

As already stated the map is just too open. Especially the long wide corridors are a pain to travel while holding the flag. In fact you should try to make the map much smaller. At the moment it almost consists of corridors which dont offer much possibilities for escaping nor fighting.
Another thing is the PU placement. 2 haste and 1 quad are way over the top. Switch the hastes to regens and make the quad alternating with haste or get rid of the latter and only provide the two hastes (maybe alternating with quad).
Another thing which really annoyed me was the midfield. It reminds me of some doom maps with its cramped design and high obstacle walls. You should maybe rethink this part and make give it one more level to make it more interesting. Also it should be less confusing as it is often the last possibility to stop the enemy flag carrier. So you should not get lost while searching for him in midfield :)
Also the distance between the middle section and the bases should be shortened drastically.
The base itself seems interesting but too easy to defend. Two defenders with YA and RA around the corner will be impossible to resist not to mention to kill. Maybe some jumppads (are there any at all?) would improve the connectivity and overall speed. Especially in base there should be some alternate routes to the flags than just one staircase for each of the three routes.
ShadoW_86
Posts: 270
Joined: Tue Jan 08, 2008 1:20 pm

Re: Q3shwxx: CTF map - alpha4

Post by ShadoW_86 »

Thanks for reply guys! Atm I have no time to work with it (especially that I'm finishing q2w map), but when it will come to it, I'll think for shure about what you wrote. It's alpha, so everything here is just a idea, and can be changed. But from the otehr hand I kinda wanted to make map with long corridors, where it takes some time to travel from one base to other. Anyway, thanks for interest, and don't afraid to add more :).
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