q3ctfp13 no name yet :D

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
fKd
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q3ctfp13 no name yet :D

Post by fKd »

hello all!

well, i've been working on this little 2-3 v 2-3 ctf map for a few weeks now and thought it would be handy to get some feedback from the community. i've not really done any major clipping yet and the textures are not finals. in fact nothing is lol

so yeah all feedback would be greatly appreciated :D enjoy! (i hope)

the file: http://www.filefront.com/16043421/undefined

and some screens:
[lvlshot]http://img52.imageshack.us/img52/7241/shot0078.jpg[/lvlshot]
[lvlshot]http://img88.imageshack.us/img88/2478/shot0001od.jpg[/lvlshot]
[lvlshot]http://img716.imageshack.us/img716/7285/shot0000ui.jpg[/lvlshot]

cheers everyone :D
Last edited by fKd on Tue Apr 06, 2010 2:24 pm, edited 1 time in total.
fKd
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Re: q3ctfp13 no name yet :D

Post by fKd »

tumble weed :D heh
deqer
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Re: q3ctfp13 no name yet :D

Post by deqer »

Rename the map to fkctf13. :)

I will try the map soon.
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Re: q3ctfp13 no name yet :D

Post by fKd »

why rename it?
v1l3
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Re: q3ctfp13 no name yet :D

Post by v1l3 »

I like it alot, It Runs Great on My Machine!!!! I figured you might like to hear that. :D It's really a cool map though, I really like the layout..it's original. It kind of reminds me of a couple other really large maps(layout-wise), but I can't put my finger on them. Nice to see different gameplay route options, plus the overlook..makes a good defense spot also.
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Re: q3ctfp13 no name yet :D

Post by fKd »

cheers. good to hear ya machine likes it :D
deqer
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Re: q3ctfp13 no name yet :D

Post by deqer »

fKd wrote:why rename it?
because that filename looks strange. could be the reason why someone might not click on the thread.
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Re: q3ctfp13 no name yet :D

Post by fKd »

meh
cityy
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Re: q3ctfp13 no name yet :D

Post by cityy »

It is looking so damn awesome :tear:

Some things I noticed:

- that railgun "deadend" massively breaks the flow, thought I don't really know how to fix it..
- 1 rocketlauncher might not be a good idea, if 1 team controles mid the other team has no other strong mid/close-range weapons than the LG
- bots don't like the RA area

I think the layout is pretty solid - I had fun playing the map.

Oh and:

Code: Select all

{
map		"q3ctfp13"
longname	"no name yet"
bots		"xaero keel uriel visor"
type		"ctf"
}
You lazy ***** :olo:
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fKd
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Re: q3ctfp13 no name yet :D

Post by fKd »

you can jump though the bars at the rail gun.

heh yeah forgot the .arena file... oops :D
cityy
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Re: q3ctfp13 no name yet :D

Post by cityy »

Yea I know you can do that - you can also rocket jump up there(easiest way to cap on the map) but still.. I really don't know.

You could at least remove the upper bar, it is getting on my nerves :D
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ShadoW_86
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Re: q3ctfp13 no name yet :D

Post by ShadoW_86 »

Looking very nice, have to dl it :).
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Anthem
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Re: q3ctfp13 no name yet :D

Post by Anthem »

You seem to like making very small and cramped maps. The detail is great, the layout is good, but I enjoy larger halls. Definitely a 2v2 map. However, most ctf games should be 3v3-4v4.
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monaster
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Re: q3ctfp13 no name yet :D

Post by monaster »

Will post a short review soon with screenshots where I found minor mistakes or have proposals, nothing big though. Map's great as always fKd!

Something else just having read Anthem's sig: Godfuck, you're in EventHorizon!?? :ducky: (Just saw the team trick jumping vids a few minutes ago)
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Anthem
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Re: q3ctfp13 no name yet :D

Post by Anthem »

monaster wrote:Will post a short review soon with screenshots where I found minor mistakes or have proposals, nothing big though. Map's great as always fKd!

Something else just having read Anthem's sig: Godfuck, you're in EventHorizon!?? :ducky: (Just saw the team trick jumping vids a few minutes ago)
Lol, yes. :) You saw all 3 trick jumping vids? The fourth will be coming eventually... :)

Also, to fKd: I reread what I typed earlier, sorry for sounding a bit harsh. Your map really does look very nice. The detailing is great and I really like how you structured several aspects of the map.
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Theftbot
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Re: q3ctfp13 no name yet :D

Post by Theftbot »

I dont see a name taken in lvl:
"hardquore"
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Hipshot
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Re: q3ctfp13 no name yet :D

Post by Hipshot »

Fkd, I really think you should spend more time with textures. I mean, there's a lot of polygon details, but they look more or less gray and untextured. You could bring out a lot more detail from some smart texturing...
Q3Map2 2516 -> http://www.zfight.com/misc/files/q3/q3map_2.5.16_win32_x86.zip
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
fKd
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Re: q3ctfp13 no name yet :D

Post by fKd »

yup, was talkin to pat howard and i fully agree, from now with this map, its gonna be less poly detail and more texture work... problem here being i think i need to make my own textures... phase 2, learn how to make textures and write good shaders.... but as it is, this is just me laying out a floor plan and playing around.

cheers hip, my respect for you and ya work is very high and i appreciate the fact you even had a look...

on a side note. eta on ya amazing base textured map? it looks amazing!
cityy
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Re: q3ctfp13 no name yet :D

Post by cityy »

Share your process with us fkd - I am interested in what you are doing! (I still suck at creating textures. :toothy: )
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Hipshot
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Re: q3ctfp13 no name yet :D

Post by Hipshot »

If you wanna go for a level with this kind of detail, I think you at least needs to be consistent about it. Now you have textured the floor and the sky with detailed texture maps. Also, the light could be improved a lot, since it's so visible when so many areas are gray. You really see all the "errors" in the lightmap since it's so low res.

Gameplay vise, I can't give you any fair judgment - since I only played with bots - and they suck balls for evaluation of a level, espec CTF. But I liked running with the flag back and forth, could prove to be fun when there's a real defense/offense playing.

However, I still think you need to go over clipping and places where the player movement gets obstructed or mis-directed by strange slopes, I can see why it's a problem when having all this detail, when it comes down to that.

I would love to see a less brush detailed level from you with more texture work, it would be like a break from your regular style, clearly.

(The eta on that level is "I don't know", I think I'm gonna release a level in between actually, like sock did with Focal =))
Q3Map2 2516 -> http://www.zfight.com/misc/files/q3/q3map_2.5.16_win32_x86.zip
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
dONKEY
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Re: q3ctfp13 no name yet :D

Post by dONKEY »

I thought from the screen shots I was going to be disagreeing with Hipshot about the texturing vs detail. But I'm not. I like the level of brush modelling, but it does need better texture detail and lighting. I wonder, seeing as you 'thought' about working with the U3 engine if you couldn't actually model a lot of these details. Would be good practice. I was surprised on the scale. I thought it would be bigger (said the actress to the Bishop). Not sure what 'real' players will say. Felt a little tight. I love the detail and the look of this thing. It ran well on my machine, over 500 fps everywhere, that said you have r_speeds of 10 to 20k everywhere and even 40k in one spot. Vis blocking needs work for people with older systems. There is a ton of over draw going onto. A lot of stuff overlapped or partially buried that is all adding to tris count.
Good job thus far!
fKd
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Re: q3ctfp13 no name yet :D

Post by fKd »

nothing has been edited in this shot. lol i died btw...

[lvlshot]http://img27.imageshack.us/img27/7387/shot0081r.jpg[/lvlshot]

rocket, meet face :D

current wip shot:

[lvlshot]http://img543.imageshack.us/img543/360/shot0082.jpg[/lvlshot]

and the build: http://www.filefront.com/16043421/undefined

awww yeah, also... i play in fov 110. just so yas know... i think it looks better heh
Pat Howard
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Re: q3ctfp13 no name yet :D

Post by Pat Howard »

I don't see anything that has been changed in either the WIP screenshot or the new link. Did you upload the right version?
fKd
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Re: q3ctfp13 no name yet :D

Post by fKd »

yup, its quite subtle... but there is new layering of textures etc and a bit of detail refinement... maybe only i notice this silly crap lol
anyway newer version coming in soon. been working a bit on the overall theme of the map... im going for a kinda cartoonish sci-fi look... realism be damned! muhahahaha :D

might even get a better clipping pass going, god i get bored of clipping... i know, i know... its important... :/

lol

ill do comparison screenshots of current wip:
[lvlshot]http://img52.imageshack.us/img52/7241/shot0078.jpg[/lvlshot]
[lvlshot]http://img35.imageshack.us/img35/580/shot0091.jpg[/lvlshot]


[lvlshot]http://img88.imageshack.us/img88/2478/shot0001od.jpg[/lvlshot]
[lvlshot]http://img406.imageshack.us/img406/2272/shot0092l.jpg[/lvlshot]


[lvlshot]http://img716.imageshack.us/img716/7285/shot0000ui.jpg[/lvlshot]
[lvlshot]http://img208.imageshack.us/img208/3552/shot0093g.jpg[/lvlshot]


ta daaaa :D
fKd
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Re: q3ctfp13 no name yet :D

Post by fKd »

oh yeah, replaced red armour with quad set to 3 min respawn time
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