acsdm1 - BETA

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acs
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Joined: Mon Jan 25, 2010 5:21 pm

acsdm1 - BETA

Post by acs »

Download - http://www.divshare.com/download/10318001-9cd
(link has been updated)

Hey everyone, here is a map I have been working on. It is designed to be a small, fast paced, InstaGib map in which you spend a lot of time bouncing around and flying through the air. There is no need to create this map in the InstaGib mod, those features are automatically incorporated into the map.

I know the symmetry may be a little boring, but I hope that will be made up for by the gameplay (in which the symmetry is somewhat essential). The textures are primarily evil 1/2/3/4/5.

I look forward to any and all advise, and since this is basically the first map I have made (with the exception of one other, experimental type), I am sure you will have plenty of it :paranoid:

Image

Thanks!!
Last edited by acs on Fri Jan 29, 2010 6:52 pm, edited 1 time in total.
AEon
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Re: acsdm1 - BETA

Post by AEon »

Some thoughts:
  • You may want to place all your textures in one folder called acsdm1.pk3\textures\acsdm1\ to avoid the clutter, plus avoid possible file name conflicts.
  • I am a bit surprised you do not have a .shader file in the .pk3. This may actually be fine, though I have the suspicion you may have not quite working "custom textures" due to the lack of the appropriate shader.
  • As I suspected you are missing almost all custom textures/shaders:

    Code: Select all

    trying textures/evil5_trim/stepside_con.TGA...
    trying textures/common/oldstone7.TGA...
    trying textures/evil3_metals/mtl_pipeswll.TGA...
    trying textures/evil4_metals/defaultmetal.TGA...
    trying textures/evil3_metals/mtl_rivplt_wrn.TGA...
    trying textures/evil4_metals/hexametal_drk.TGA...
    trying textures/evil4_metals/hexametal.TGA...
    trying textures/color/texblack.TGA...
    trying textures/evil1_trims/grllkinda0.TGA...
    trying textures/evil1_trims/trim_mtl.TGA...
    trying textures/evil1_trims/trim_cem_mtl.TGA...
    trying textures/evil4_metals/mtlbrushed.TGA...
    trying textures/evil1_trims/trim_cementwall_wrn.TGA...
    trying textures/evil2_basewall/mtl_gray.TGA...
    trying textures/evil4_metals/mtlpanelsmll.TGA...
    trying textures/evil4_metals/mtltekfloor.TGA...
    trying textures/evil2_basefloor/flr_tmtl_drk.TGA...
    trying textures/evil4_metals/stepgrl.TGA...
    
  • Layout-wise... the main issue the the gameflow... brutally said - there is none. The player gets snagged in too many areas to actually be able to move properly.
  • I'd suggest loosing almost all your "fence" guards on the platforms, they are simply deco that gets in the way when trying to move off that platform.
  • I like instagib maps a lot, but you really need to define paths the player can take, any obstacle in the path would need to be removed.
  • E.g. it would be nifty to use the APs, to circle the map whole map quickly, but they would need to be connected in a way that this is possible.
  • I also have the feeling that about 50% of the JPs have very limited use, especially those in the central area, IMO, it would be better to actually integrate those JPs into a continuous brush surface, to avoid getting snagged "between" them.
Keep your chin up, the map looks nice (looking at your screenshot), I like the textures and the brush details, you only need to work on the gameflow more, IMO.
obsidian
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Re: acsdm1 - BETA

Post by obsidian »

It looks interesting enough, some nice brushwork, but I agree with AEon above about the gameplay. The map is essentially a square box with a few smaller blockish towers in between. It needs a bit more of a thought out design.

I recommend you read the Competitive Design Guide, I know that this map is Instagib and will likely be a little different, but most of the core concepts are applicable.
http://www.goodstuffmaynard.com/portfol ... index.html

Is this your first map? It looks really good for a first map (you don't want to see some of ours). Visually it looks pretty good, but it needs some more thought on layout.
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acs
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Re: acsdm1 - BETA

Post by acs »

Thanks for the input.

Sorry about the textures, I don't know too much about this kind of stuff, so I'm not exactly sure why they are not working... I thought that all you needed was a textures file in the pk3 with all of your maps textures inside. I will try to fix this right away.

about the .shader that you suggested I have in the pk3, is that basically the same as the textures file except with shaders in it? (yeah, I'm a noob :dork: ).

About the gameflow... getting stuck on things is exactly the opposite of what I going for so clearly I'm going to have to make some major changes... I was aware that this is a problem in the center, but I thought movement between the corner towers and side platforms was pretty smooth, guess that's not the case :( .

I definitely see how getting rid of the fences would make movement much smoother, and give players more options on how to get down quickly, but I like the cover that the fences provide so hopefully I can find some sort of compromise in that regard.

I was also concerned about the entire middle tower and bouncer being pretty much useless... maybe ill just get rid of the whole thing but if anyone has any ideas on how I can get more people to go there / or on what might better occupy that space that would be great.

Thanks!!
obsidian
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Re: acsdm1 - BETA

Post by obsidian »

You need to include all custom textures with your pk3 in the textures folder.

Shaders go in your scripts folder, if you have any custom surfaces that do things like glow or rotate or have special surface properties, you will need to include this as well.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
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Foo
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Re: acsdm1 - BETA

Post by Foo »

acs wrote:about the .shader that you suggested I have in the pk3, is that basically the same as the textures file except with shaders in it? (yeah, I'm a noob :dork: ).
A .shader is a small text script file that defines how textures should behave e.g. ones that should move, fade, or have transparency.

It's possible to have just .tga and .jpg textures and no .shader file, but in that case all textures will be static and not do anything fancy.
acs
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Re: acsdm1 - BETA

Post by acs »

thanks obsidian and foo, I am making use of shaders, but I'm not sure how to create the .shaders
obsidian
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Re: acsdm1 - BETA

Post by obsidian »

The stock id shaders you don't need to include with your map, since everyone has those. But if you downloaded any extra texture sets that uses shaders, you'll have to include them. If you have specific textures that you want to do some new custom thing, you'll have to write your own.

The basic id Software shaders are a good place to start learning, otherwise, I guess you could say, I wrote the book on shaders. :)

http://robotrenegade.com/q3map2/docs/sh ... index.html
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
acs
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Re: acsdm1 - BETA

Post by acs »

Oh cool, that makes sense now, thank you for clarifying!!
AEon
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Re: acsdm1 - BETA

Post by AEon »

I think acs could use one of the .pk3 pack tools, that go through the .map and look up what is required for a release. Since I don't use such tools, alas, I cannot suggest anything.
sock
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Re: acsdm1 - BETA

Post by sock »

acs wrote:I was also concerned about the entire middle tower and bouncer being pretty much useless... maybe ill just get rid of the whole thing but if anyone has any ideas on how I can get more people to go there / or on what might better occupy that space that would be great.
Maybe you should try a theme for the map, often a location will help you with scale and detail and make your map more interesting. Your map is very wide open so why not try to create the style of an aircraft hanger and make the object in the center a big flying saucer with legs and large flat surface so players can run around it and then hop towards the central towers. The corners of the maps could be metal walkways with doors leading to office areas which are closed off but add the detail. The roof could be open like before but you could create a cool metal frame around the edge. Also make the roof edge thicker, it currently looks too thin and flimsy. The floor jump pads could be infront of ladders so players get an idea of direction and height.
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Foo
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Re: acsdm1 - BETA

Post by Foo »

acs wrote:I was also concerned about the entire middle tower and bouncer being pretty much useless... maybe ill just get rid of the whole thing but if anyone has any ideas on how I can get more people to go there / or on what might better occupy that space that would be great.
Players won't move to the centre area because it's exposed to all sides of the map, and hence you're a wide open target from any direction... You'll get shot in the back a lot.

To get around this, place a divider in the middle of the map that will segregate the level into 2 or more areas of visibility. Even if it's a simple as adding a floating wall behind each jumppad so your back is covered while you're making the leap.
acs
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Re: acsdm1 - BETA

Post by acs »

Alright I have made some changes
Download - http://www.divshare.com/download/10318001-9cd

You should have the textures now (I hope).

Changes:
-Made the drop down holes in the corners towers larger for easier movement.
-Reduced the fences both in length and in height (they can be jumped over now).
-Attempted to make the center tower more useful.
-Attempted to make the center bouncers more maneuverable.
-Placed clip around some of the details to prevent players from getting stuck.

I just noticed that the 4 center bouncers can cause you to hit the platform above them if you hit the very back, I'll fix this.

Sock, you gave some cool ideas which I am experimenting with.

Let me know what you think, Thanks.
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