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1vs1 - Lost Hope *beta 1* by cityy

Posted: Mon Feb 14, 2011 5:56 pm
by cityy
Hey,
so here I am, making a thread after a rather long break from Q3 mapping.

The story:
Yesterday me and my team were attending an indoor football cup - it was great fun and I scored 2 goals. :cool: However, the bad thing about it is that I broke my ankle and got a ligament rupture. :D So here I am, unable to walk with a shitload of time - zing - perfect time to make a q3 map.

The map:
Hope is a small duel map consisting of 3 main areas with 2-3 height levels. The item layout is made up of 2 YAs, 1 GA and a MH (thus you will need cpma to play it). On the map you can find all weapons but the RG and the BFG.

The feedback:

- gameplay, gameplay, gameplay

The download:
Filesize: 8.2mb
beta1.zip: http://cityy.explicits.de/uploads/maps/ ... _beta1.zip
beta1QL.zip (Quake Live): http://dl.dropbox.com/u/15072710/losthope_beta1QL.zip

beta 1 - changes
- lower YA replaced with RA
- GL and upper RL swapped
- rough visual theme done except for RA room

alpha 4 - changes
- weapon layout changed again
- changed health placement
- redesigned high area of the lower YA
- enlarged dropdown

alpha 3 - changes
- item layout totally changed
- removed 1 pair of stairs from the old GL area
- enlarged old GA area
- minor changes

alpha 2 - changes
- map was renamed due to a conflict with another map
- curved staircase was replaced by a normal staircase
- MH lift removed/crates added

Screenshots:

[lvlshot]http://dl.dropbox.com/u/15072710/beta1.jpg[/lvlshot]

Re: 1vs1 - Hope *alpha* by cityy

Posted: Tue Feb 15, 2011 5:57 am
by EmeraldTiger
Sorry to hear about that leg, cityy. Hope it gets better for you soon.

The map is good, and the layout is passable as far as originality goes - it`s difficult to really come up with an interesting 1v1 map these days as so many ideas have been taken and layouts used.

The elevator that takes you to the mega will go up without you if you try to access it directly from the front without jumping on it, which some players might do. In fact, I`m not sure if an elevator is really needed, as it tends to slow down things. Players can still reach the MH by hopping from the third floor with the RL onto the mega.

That`s the only problem I could find. Other than that it`s good and it looks pretty fast-paced. tbh I think it would do well in vq3 also, apart from the tele in the curved staircase room. Good luck on any future progress you might make.

Re: 1vs1 - Hope *alpha* by cityy

Posted: Tue Feb 15, 2011 8:37 am
by v1l3
There's already a map that has been made that uses the .bsp name "hope" . It's actually a strong classic map. Just for a heads up.

Hope

Re: 1vs1 - Hope *alpha* by cityy

Posted: Tue Feb 15, 2011 10:00 am
by cityy
Oh snap, thanks v1l3. Anthem said there was a map called hope but I didn't know which one he meant. Gonna go for renaming it then.
Also thanks emeraltiger, for the feedback. The spiral stairway was kind of an experiment - I figure it looks a little weird and feels akward too. Replaced it with a 45degrees stairway in the new version. Gonna think about the lift.

Re: 1vs1 - Lost Hope *alpha 2* by cityy

Posted: Tue Feb 15, 2011 2:26 pm
by cityy
Updated the original post. Alpha 2 is up - small changes, check it out though. If there is nothing wrong with it I'll head on and do detailing.

Re: 1vs1 - Lost Hope *alpha 2* by cityy

Posted: Tue Feb 15, 2011 3:34 pm
by obsidian
Just judging from the screenshot here, I think you may want to expand the LG area just a bit. Looks rather cramped for an area with an LG and YA, it could use more of a small atrium rather than a hall.

Re: 1vs1 - Lost Hope *alpha 2* by cityy

Posted: Tue Feb 15, 2011 3:48 pm
by Anthem
cityy wrote:Updated the original post. Alpha 2 is up - small changes, check it out though. If there is nothing wrong with it I'll head on and do detailing.
Give me some time! I am having trouble finding the words to express my concern. ;)

The thing I don't like is: stairs, stairs, stairs and stairs. I will comment on the layout and some more about the structure in a while. I need to think about it.

o/

Re: 1vs1 - Lost Hope *alpha 2* by cityy

Posted: Tue Feb 15, 2011 11:02 pm
by Pat Howard
Damn, I liked the name. It's simple and elegant and yet evokes a totally different feeling from most map names. I would keep it anyway, considering the title of that map is actually "We All Need Hope" and the file names are going to be different.

Re: 1vs1 - Lost Hope *alpha 2* by cityy

Posted: Wed Feb 16, 2011 12:43 am
by RasaArt
as we played... cool map :)) really interesting, but pls delete few stairs sections :)

Re: 1vs1 - Lost Hope *alpha 2* by cityy

Posted: Wed Feb 16, 2011 11:14 pm
by Anthem
The following are suggestions to the layout and structure of your map:

- Replace the GA (+5 health bubbles and shards) with a GL.
- Replace the upper YA with a LG.
- Replace the upper RL with a RG.
- Replace the LG with a YA.
- Replace the lower YA with a RL.
- Replace the GL with a PG.
- Replace the SG with a YA.
- Replace the PG with a SG.
- Replace the Armor Shards (near the lower YA in the original layout) with +5 Health Bubbles.
- Remove the lower RL (near the teleporter in the original layout).
- Place another +25 Health Bubble next to the other +25 Health Bubble in this screenshot.

I would also advise you to attempt to cut back on some of the stairs. The map structure is fairly basic, which is good. I would also advise you to structure the room that housed he lower YA in your layout more around the YA (RL in my layout) to centralize the important pick up in that room.

I know that you were slightly opposed to adding the Railgun, but I figured it would be a good weapon to balance since there is no Red Armor. If there was a Red Armor I would strongly advise against a Railgun, however (just something to keep in mind). Feel free to ask about any of the suggestions I made for your layout thought IRC, PM or here.

Good luck with building. o/

Re: 1vs1 - Lost Hope *alpha 2* by cityy

Posted: Wed Feb 16, 2011 11:58 pm
by phantazm11
Needs more cowbell.

:D

Re: 1vs1 - Lost Hope *alpha 2* by cityy

Posted: Thu Feb 17, 2011 7:27 am
by ShadoW_86
And new textures :P.

Re: 1vs1 - Lost Hope *alpha 2* by cityy

Posted: Thu Feb 17, 2011 7:46 pm
by cityy
Original post updated. Alpha 3 is ready for your downloads.

Re: 1vs1 - Lost Hope *alpha 2* by cityy

Posted: Fri Feb 18, 2011 12:03 pm
by Anthem
The map is quite off balance now. One can grab RL, RG, MH and 1 YA in a matter of seconds.

Re: 1vs1 - Lost Hope *alpha 2* by cityy

Posted: Fri Feb 18, 2011 1:00 pm
by cityy
In theory. However, it's off balance indeed - though not as heavy as you might think. I considered replacing lower YA with RA.

Re: 1vs1 - Lost Hope *alpha 4* by cityy

Posted: Fri Feb 18, 2011 7:48 pm
by cityy
Original post updated with alpha4.

Re: 1vs1 - Lost Hope *alpha 4* by cityy

Posted: Fri Feb 18, 2011 11:15 pm
by tehSandwich
ImageImageImage

Image 1 and 2: What are you planning at those places?

Image 3: That place at the LG ammo pickup is a bit of a dead-end. Can you add something to be able to move up there?

Re: 1vs1 - Lost Hope *alpha 4* by cityy

Posted: Fri Feb 18, 2011 11:42 pm
by Noruen
I do not understand that "short" teleporter which has target about only 5 meters from gate? Is it intended to be some strategic element?

Also I must agree with Anthem, that this map is stairs and stairs and corridors. I'm very curious in theme you put after alphatesting.

Re: 1vs1 - Lost Hope *alpha 4* by cityy

Posted: Sat Feb 19, 2011 8:35 am
by cityy
Those two spots are tele exits - they are required to allow you to jump after using the teleporter. I don't plan on putting any item there. About the LG ammo dead end, it's like that to steal the upper level some advantage - it certainly prevents a player to run circles on the upper level so he can't get from a to b in no time and control the map easily. Also it restricts the positioning advantages of the higher player in a fight for the MH.

@Noruen:
If you say you don't understand the tp I assume you mean you don't understand why I didn't use a jumppad!? If so: It has several reasons. Jumppads bring down your horizontal momentum and thus break the flow of a map. At the same time they make you easy to hit as your movement in the air is easy to predict. However, a teleporter gives you momentum on exit and doesn't break the flow as much as a jp would and makes it harder to hit you while keeping the route dangerous to take.

Re: 1vs1 - Lost Hope *alpha 4* by cityy

Posted: Sat Feb 19, 2011 9:28 am
by Noruen
No no no, this teleporter kick me off and I fall on the stairs just behind the teleporter. I can't get to te platform over the teleporter.

Re: 1vs1 - Lost Hope *alpha 4* by cityy

Posted: Sat Feb 19, 2011 9:30 am
by cityy
Really? Just jump after exit. :eek:

Re: 1vs1 - Lost Hope *alpha 4* by cityy

Posted: Sat Feb 19, 2011 11:07 am
by Noruen
Really, I have tried to jump, rocketjump, run backward... Nothing. I always fell down.

Re: 1vs1 - Lost Hope *alpha 4* by cityy

Posted: Tue Feb 22, 2011 10:05 am
by cityy
Weird it's actually quite an easy jump.

[lvlshot]http://dl.dropbox.com/u/15072710/shot0005.jpg[/lvlshot]

This is certainly what Im gonna go for - I will try to light it up a little more tho... However, I got an ankle surgery on wednesday so there wont be any progress until next week. Hope yall are gonna be with me. :p

Re: 1vs1 - Lost Hope *alpha 4* by cityy

Posted: Tue Feb 22, 2011 11:03 am
by fKd
gl man, hope its smooth sailing. btw, looks great as usual. nice work

Re: 1vs1 - Lost Hope *alpha 4* by cityy

Posted: Tue Feb 22, 2011 11:35 am
by Hipshot
I really like these short TPs. I think they are a fun and quick way to get people to other levels fast, also it can create a fun confusion if the other player's not totally in the match.
But it's like two schools, TPs for traveling long distances, or TPs for short distances, the first is a more obvious application.