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q3ctfp13 no name yet :D
Posted: Sun Mar 28, 2010 1:22 am
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

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

Re: q3ctfp13 no name yet :D
Posted: Sun Mar 28, 2010 4:44 am
by fKd
tumble weed

heh
Re: q3ctfp13 no name yet :D
Posted: Sun Mar 28, 2010 6:37 am
by deqer
Rename the map to fkctf13.
I will try the map soon.
Re: q3ctfp13 no name yet :D
Posted: Sun Mar 28, 2010 6:45 am
by fKd
why rename it?
Re: q3ctfp13 no name yet :D
Posted: Sun Mar 28, 2010 6:51 am
by v1l3
I like it alot, It Runs Great on My Machine!!!! I figured you might like to hear that.

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.
Re: q3ctfp13 no name yet :D
Posted: Sun Mar 28, 2010 6:56 am
by fKd
cheers. good to hear ya machine likes it

Re: q3ctfp13 no name yet :D
Posted: Sun Mar 28, 2010 7:07 am
by deqer
fKd wrote:why rename it?
because that filename looks strange. could be the reason why someone might not click on the thread.
Re: q3ctfp13 no name yet :D
Posted: Sun Mar 28, 2010 7:15 am
by fKd
meh
Re: q3ctfp13 no name yet :D
Posted: Sun Mar 28, 2010 10:39 am
by cityy
It is looking so damn awesome
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 *****

Re: q3ctfp13 no name yet :D
Posted: Sun Mar 28, 2010 11:09 am
by fKd
you can jump though the bars at the rail gun.
heh yeah forgot the .arena file... oops

Re: q3ctfp13 no name yet :D
Posted: Sun Mar 28, 2010 11:29 am
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

Re: q3ctfp13 no name yet :D
Posted: Mon Mar 29, 2010 6:14 am
by ShadoW_86
Looking very nice, have to dl it

.
Re: q3ctfp13 no name yet :D
Posted: Tue Mar 30, 2010 10:56 pm
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.
Re: q3ctfp13 no name yet :D
Posted: Tue Mar 30, 2010 11:30 pm
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!??

(Just saw the team trick jumping vids a few minutes ago)
Re: q3ctfp13 no name yet :D
Posted: Wed Mar 31, 2010 6:14 am
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!??

(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.
Re: q3ctfp13 no name yet :D
Posted: Wed Mar 31, 2010 6:29 am
by Theftbot
I dont see a name taken in lvl:
"hardquore"
Re: q3ctfp13 no name yet :D
Posted: Wed Mar 31, 2010 12:39 pm
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...
Re: q3ctfp13 no name yet :D
Posted: Wed Mar 31, 2010 1:10 pm
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!
Re: q3ctfp13 no name yet :D
Posted: Wed Mar 31, 2010 1:51 pm
by cityy
Share your process with us fkd - I am interested in what you are doing! (I still suck at creating textures.

)
Re: q3ctfp13 no name yet :D
Posted: Wed Mar 31, 2010 1:56 pm
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 =))
Re: q3ctfp13 no name yet :D
Posted: Wed Mar 31, 2010 2:10 pm
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!
Re: q3ctfp13 no name yet :D
Posted: Tue Apr 06, 2010 11:22 am
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
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
Re: q3ctfp13 no name yet :D
Posted: Wed Apr 07, 2010 7:47 pm
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?
Re: q3ctfp13 no name yet :D
Posted: Fri Apr 09, 2010 4:17 am
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
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

Re: q3ctfp13 no name yet :D
Posted: Fri Apr 09, 2010 4:37 am
by fKd
oh yeah, replaced red armour with quad set to 3 min respawn time