Page 1 of 1

Re: memetourney1

Posted: Sun Sep 20, 2009 5:11 pm
by voodoochopstiks
for the lazies like me:
ImageImage

ImageImage

Has a pretty nice look to it already, I'll give it a whirl.

Re: memetourney1

Posted: Sun Sep 20, 2009 6:19 pm
by Hipshot
This actually looks cool.
I love stairs GP.
I'll look at it tomorrow!


About the shader, you need a stage that tells the shader that it has a texture applied to it.

Like this:

Code: Select all

textures/test/wall_passable
{
	qer_editorimage textures/test/wall.jpg
	surfaceparm nonsolid	
	{
		map textures/test/wall.jpg
		rgbgen identity 
	}
	{
		map $lightmap
		blendfunc gl_dst_color gl_zero
		rgbgen identity 
	}
}

Hmm, would love to hear what art style you will choose here...

Re: memetourney1

Posted: Sun Sep 20, 2009 6:49 pm
by AEon
I like the design in your map, and the use of all those patches, very clean. Especially the round windows are neat (be sure to fix the sparklies there). Please note that my gameflow comments are more "fun" and bot orientated, less hardcore 1on1 gaming between players.
  • Upper TP... not sure what it actually is supposed to be good for. If you are presently in the main PG arena, and then use the JP to the upper TP (UTP), you will be under constant fire, when you reach the uTP, you teleport to the lower TP (LTP) with YA. You could have simply exited the PG area via direct path to go there. Taking the LTP to the UTP you gain height, but there is nothing up here, you can directly jump into the arena, jump down past the UTP JP, or cleverly use the bouncing scull via jumps to reach the SG and RL. But if you start at the LTP, you could just as well use the JP to the RL directly.

    I know 1on1 maps use TPs (a *lot*), but in this map I find them not very useful in the present layout.

    TP suggestions:
    • Close off the passage between the PG and the LTP, this gives the LTP a meaning, i.e. a direct path away from the lower YA (LYA) into the upper reaches of the main arena. Plus it makes the PG arena more "safe" from random assaults from everywhere.
    • Add something worthwhile near the UTP exit, maybe some shards or 5Hs or PG ammo or the like. Give the player in the PG arena a reason to use the JP to the UTP.
    • Something else to try... remove the UTP, just keep the LTP exit up here. Making the LTP one-way only. The idea behind this is to avoid "annoying" TP hopping - a player constantly entering and exiting the two TPs.
  • The MH JP along with the platform is also a bit strange, IMO. The outside area is nice, but the square passage leading directly to the PG is also not required, you can enter the PG arena from above, or the side passage, or even via LYA (if the wall there is closed, then via LTP). Closing off those two areas, IMO, would help streamline and concentrate the gameflow.
  • Sorry, that I cannot give a better solution, but in general the TPs, especially the UTP hinder the the gameflow. Maybe remove both TPs, keep the PG-LTP wall open, and put a RG where the UPT presently is.
Playing against 3 hardcore bots (compiled my own .aas file), though probably not relevant (you are aiming for player based 1on1?), here some observations that might help "improve" / optimize the gameflow.
  • The bots congregate around the PG, not much fun IMO, there should be some way to also place more gameplay near the MH (outdoors), near the SG, the RL and the LG.
  • The bots always hang out near the stairs between PG and LG rooms.
  • Bots never go for the LYA, and not for the MH either (strange).
Presently, I really do not like going for the LYA, probably due to the water there that *really* slows down the player. Maybe try to make the water there "flatter" to keep the sound cue, but lower the speed penalty.

The layout is quite clever and intricate with vertical play, but somehow it does not yet flow right, IMO. Maybe my random musings inspire you to further optimize the gameflow.

Re: memetourney1

Posted: Sun Sep 20, 2009 9:06 pm
by Silicone_Milk
Thought for sure with a name like memetourney that I was going to see a map textured with demotivational posters and lolcats all over the place.

This actually looks pretty damn sweet man. If I could find my Quake 3 files I'd give this a run. (That disc is floating around here somewhere....)

Re: memetourney1

Posted: Wed Sep 23, 2009 2:09 pm
by Zyte
Silicone_Milk wrote:Thought for sure with a name like memetourney that I was going to see a map textured with demotivational posters and lolcats all over the place.
Same here actually.

However i was pleased to find a map with nice calm colors, and it does have a nice sphere to it imo. I also dig the subtle things like the skeleton sitting in the corner :D . I have no experience with level editing and textures myself so this is mostly from a 1v1 gameplay perspective.

I didn't play with bots so i just checked it out for a few minutes. Not really in depth feedback since some playing vs a person would be required.

I like the placement of MH. It can be grabbed and contested from many angles, and since there is no rail that should be interesting. You can perform rj's to it from many positions, and i suppose even safely use the jumppad if you control shaft.

Next thing i thought is pretty slick is to be able to contest both RA's from the top and bottom, and although top might have the aerial advantage there, bottom can rj up there and grab the top YA if contested succesfully.

I agree with AEon on some aspects of the teleporters, they might lack some importance. Especially as he said, using the top TP to get to YA from MH/PG room, since it's just slower. However i figure the teleporters can be very useful from a defensive perspective. For instance when you do control YA and trying to contest the MH. What i really like is that you're able to pop out of the teleporter and jump trough the small windows, hop over the floating light or whatever that is, and trough the windows again to contest or steal a mega. This light might be the skull AEon was talking about though? Especially useful when you can hear the teleporter (I don't know if that is the case) from mega, so you're able to create some confusion as to where you are going to be.

Another small thing: i dont mind the statues, but the one by MH looks like you can walk around it while it's actually outside map edges. Nothing big since when you know, you know. But yeah.

Nice work man.

Re: memetourney1

Posted: Wed Sep 23, 2009 4:04 pm
by AEon
@Zyte
yo, with skull I meant that bobbing light. I seem to recall it from q3dm17... but did not look closely.

About the statue next to the MH... from the platform one thinks the map should continue there, but in fact you jump/slam right into the statue... a bit strange from a gameflow perspective IMO.

Re: memetourney1

Posted: Wed Sep 23, 2009 4:56 pm
by obsidian
Hipshot wrote:

Code: Select all

textures/memetourney1/test
{
	surfaceparm nonsolid	
	{
		map textures/memetourney1/test.tga
		rgbgen identity 
	}
	{
		map $lightmap
		blendFunc filter
		rgbGen identity 
	}
}
@Hipshot: ALWAYS use .tga when referencing textures, NOT .jpg, regardless if the actual image file is actually a .tga or .jpg. Otherwise, the above fixed shader will work.

Theoretically, the shader with the :q3map suffix should work as well, but it's been a long time since I've tested it. IIRC, it may be a little finicky with which directives work with it and a few other issues that I can't remember the solutions for.

As far as lighting in the map goes, it seems a little harsh with lots of "hotspots". See if you can even it out a bit.

Re: memetourney1

Posted: Wed Sep 23, 2009 7:06 pm
by AEon
Looking forward to what MementoMori will come up with concerning the pathing... From recent experience in my map AEcantw2 I learned how rewarding it can be to actually close off paths, because that concentrates the gameplay on the "good" paths.

Re: memetourney1

Posted: Wed Sep 23, 2009 7:56 pm
by Hipshot
obsidian wrote:@Hipshot: ALWAYS use .tga when referencing textures, NOT .jpg, regardless if the actual image file is actually a .tga or .jpg. Otherwise, the above fixed shader will work.
Yea, heard that before. However, you have a reason why I need to do this? Because I used jpg as a extension for years now, never had a problem with it...

Can you give me an example where using .jpg would break the shader or something else?