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Maps I'm working on

Posted: Wed Mar 09, 2011 6:14 pm
by kaustic
Aty3dm6 is a map I started about 4 weeks ago.atydm17 I
started about a week after because I couldnt decide what
I wanted to do with dm6 and thought I always wanted to do
my own version of q3dm17.You can no longer Own the map by
standing in one place and spawn frag players with the railgun
in the InstaUnlagged Mod. Edit: Forgot to mention the file sizes
are fairly large because I use tga textures.
aty3dm6:
Edit: Removed download link. The file no longer represents
the map in its current form. will post a new link when
I'm done with the current changes.

atydm17: Will replace link soon


All input regaurding these maps would be much appreciated.
Good ,Bad ,Indifferent ,is all good input.

There is a map I did some time ago for a Open Arena Map Pack by some of the people
that used to hang out at Map Center.I decided to convert it into a CTF map.I've
made alot of changes.Here are some screenshots of the work so far.Clicking on the
pic will open it in a black background.It makes the darker ones easier to see.

http://www.flickr.com/photos/kaustic/5511822139/
http://www.flickr.com/photos/kaustic/5512420244/
http://www.flickr.com/photos/kaustic/5512420168/
http://www.flickr.com/photos/kaustic/5511822637/
http://www.flickr.com/photos/kaustic/5512420006/
http://www.flickr.com/photos/kaustic/5511822451/
http://www.flickr.com/photos/kaustic/5511822327/
http://www.flickr.com/photos/kaustic/5512419738/
http://www.flickr.com/photos/kaustic/5511822139/
http://www.flickr.com/photos/kaustic/5511822003/
http://www.flickr.com/photos/kaustic/5511821899/
http://www.flickr.com/photos/kaustic/5511821793/
http://www.flickr.com/photos/kaustic/5512419240/
http://www.flickr.com/photos/kaustic/5512419096/
http://www.flickr.com/photos/kaustic/5512418986/
http://www.flickr.com/photos/kaustic/5511821181/
http://www.flickr.com/photos/kaustic/5512418626/
http://www.flickr.com/photos/kaustic/5511821059/

Re: Maps I'm working on

Posted: Thu Mar 24, 2011 3:08 pm
by kaustic
Made a few changes to atydm17 while contemplating what to do next on my other 2 maps.
-Added some trim around platforms at RA bridge
-Added a floating platform above RG area and moved the Quad Damage to it
-Added a floating jump pad for access to above mentioned platform
-Added a teleporter as another option for exiting above mentioned platform
-Added some lights to fix some undesirable shadow affects on the bottom of RG area
-Removed all unneeded textures and reduced file size to 5.5 Mb from 12.5 Mb

See original post for download link.

Re: Maps I'm working on

Posted: Fri Apr 01, 2011 2:44 am
by deqer
I clicked some of those screenshots, in the middle of the list.

The map has a rich quake 1 feel to it, I like it.

Re: Maps I'm working on

Posted: Sun Apr 03, 2011 7:56 pm
by kaustic

Re: Maps I'm working on

Posted: Mon Apr 04, 2011 1:14 am
by obsidian
I like those stone textures, tiling doesn't look obvious and has a good sense of roughness and depth.

Huge masses of stairs are slow and aren't good for gameplay, you may want to consider swapping them out for jumppads or teleporters. Stairs are good for small changes in elevation but are pretty annoying for large changes in height.

Re: Maps I'm working on

Posted: Mon Apr 04, 2011 6:57 am
by Eraser
With that texturing it has a bit of an unreal tournament feel for some reason. And that's definitely not a bad thing.

Re: Maps I'm working on

Posted: Sat Apr 09, 2011 11:17 pm
by monaster
Like the look of the levels. Although they might seem kinda monochrome at first glance there's still so much variety in it, that it's great to look at those screens. Obsidian got a valid point with the stairs problem there though.

Re: Maps I'm working on

Posted: Mon Apr 11, 2011 4:34 pm
by kaustic
At the moment I am going to compile this map so as to have something other than screenshots
to go by. The stairs definitly wouldnt impede anyone returning with the flag because most of it
can easily be avoided,however I am inclined to agree on the point of them being tedious if your
going out of the area. There is a jumppad going from the lower level to the upper most platform
but it still only leaves that one place for a quick exit. I have been toying around with a few
ideas to alleviate that issue. I didnt want to remove the stairs for a couple of reasons. One-
it gives a place for those protecting the flag some cover from invading players. Two- They fill an
otherwize big empty space that would be difficult to fill with another type of architecture and still
have it look good and have it serve some purpose. I do have some thoughts on what may work
for the lower portion instead of stairs. I will have to try and see how things work out.
I appreciate all of your input.

Re: Maps I'm working on

Posted: Tue Apr 12, 2011 2:55 am
by kaustic
Here is a somewhat working map.There are clips only on the teleporters ,
I'm sure there are more than a few brushes I havent made detail yet.
(when prt is loaded it lookes like hell :olo: ). The rocks in the one
tunnel I know are detail because I had to make them that way to
compile the map :eek: .
aty3ctf1 - No Longer applies

Re: Maps I'm working on

Posted: Tue Apr 12, 2011 5:33 am
by fKd
its far too monochrome. waaaay to gray. needs a little more contrast and bits of colour...

work on defining each area. it all gets a little confusing when everywhere looks the same.

the lighting also looks very uniform. try playing with the light & shadow balance a little more.

theres some food for thought. all just personal opinion. did not play, just checked out the construction. not a bad wee effort. but for the size of the map, try to not copy paste so much. if ya do, make more variations/props.

ummmm yup, thats about it. gl, keep on mappin

Re: Maps I'm working on

Posted: Tue Apr 12, 2011 7:00 am
by tehSandwich
So far, the map looks incredibly bland. You should probably add more color variations and work more on the walls and the floor than the ceiling since you are most likely to see those in-game.

The cave areas currently don't make much sense in how they are placed and are made out of curves, which at their scale, are too round. At r_subdivisions 80 (which happens to be the resolution that is used for curve collision), the caves actually look more balanced polycount wise. I suggest that you either replace them with more tech or that you rebuild the caves using brushes. Here's some tutorials for this kind of job: http://www.simonoc.com/pages/articles.htm

The third "underground" level of the flag bases and how the flag is placed there favors defence unfairly to offence. The place is practically a dead-end and the player would probably not notice the teleporters and the jumppad the first time. I certainly didn't notice where were the flags at first.

The map seems to have been compiled without proper VIS for some reason. That and the filesize of the map is noticably high for the geometric complexity of the level (Why the hell is it 7.65 MB!?).

Re: Maps I'm working on

Posted: Fri Apr 15, 2011 2:25 pm
by kaustic
Yes there is still alot to be done for this map.The lighting at the moment is mostly for me to
be able to see my work in game. As for the file size ,its because of the TGA textures. When
most peoples hard drives these days are well over 100 gigabytes and most gamers have fast
internet connections ,I quit worrying about level file sizes and chose to use TGA instead of
JPG textures. The passages (caves) is my first attempt at doing patch meshes for rock walls
and am still a bit iffy on the subject. I had considered doing them with brushes in the begining
but decided that if I were to get a more round look I was going to have to use patches but
I had been considering changing them all together because I couldnt get them to look the way
I wanted. Thanks for the help guys.Its much appreciated.

Re: Maps I'm working on

Posted: Fri Apr 15, 2011 3:36 pm
by VolumetricSteve
Props for TGA use. :up:

It looks like a good start you have there.

Edit: just a thought...since like 99% of quake 3 levels are scenes of screaming-madness, hell, hell in space, and colors, would it really be SO BAD to have a map with muted lighting that focused on design and creative use of hi-res textures? I feel like if you did it right, that "bland"ness could be an asset. I don't think I've seen a more bland-looking game than counterstrike source and that's plenty popular.

Re: Maps I'm working on

Posted: Thu May 12, 2011 4:52 pm
by kaustic
I have an updated version of aty3dm6 available.
Changes since last update:
-Converted file format from TGA to JPG (Gotta love find and replace tool),the file was 21
megs and its a small map and thats befor all the changes.
-Added more textures
-Added 2 more spaces
-Changed alot of brushes
-A massive amount of texture alignment
-Moved around Weapons and items(need some input on placements)
-Clipping,Clipping and more Clipping.(am actually having a clipping
issue inside of the area where the mega health is located.I have
placed player clips all around the inside from top to bottom and if
you jump down you still hang up in the window section on the edges)

Anyway I'de like to know what ya think.
Here is a download link(file is pk3): New link in latest post

Re: Maps I'm working on

Posted: Thu May 12, 2011 6:32 pm
by DaEngineer
I gave your map a quick glance and will sum up what I found.
  • You've placed items on small flat pyramids. I'd suggest to keep the pyramids but invert them, put them into the floor so players don't collide with them and seal the hole with a flat playerclip. Like this:

    Image

    If you don't like this idea, make them at least nonsolid by assigning a shader to them.
  • I've decompiled your map and have found the reason for the not-working playerclips near the MH. You made the clips follow the outlines of the patches. That's not working, as patches change their shape. Instead, create a much rougher tunnel with 8 clip brushes. Like this:

    Image
  • oakblaetter.tga is missing
  • unlike all other images Paintings0107_S has no frame
  • I don't like the Terragen skybox. I used such skyboxes myself until someone told me that they were damn ugly and I should use real skies instead. You can find them on cgtextures.com. Just cut them in 6 single images with the same size. I think they'll improve the overall appearance of your outdoor areas
  • you should revise your hint portal setup. Some portals are completely useless (for example those leading to the red armor in the pool. Here's a very detailed hinting tutorial
  • create an improved shader for your skybox light. Click here to read how (the section with the title "Skies")
  • pimp your grass and dirt with some real terrain and terrain blending. Click here to read how. Don't be afraid of complex shaders. They might look nasty, but turn out to be easy to handle. Espacially q3ase, an intuitive shader editor with realtime previews will help you getting into this
  • there's a launchpad to a GL. For my taste the player is launched too diagonal. Put the launchpad farther to the right so that it lines up with the target that it's connected to
I found the small pyramids too annoying to test the map with bots. If you do something about them, I'll take a look at the new version :)

Re: Maps I'm working on

Posted: Mon May 16, 2011 5:46 pm
by kaustic
Changing the sky is gunna take me a while. I've been messing with it and
so far I get a real good hall of mirrors effect for a sky. As far as making
the area around the pool terrain I think I'll just rework it some and retexture
it.I've seen those tutorials from soc befor. I was giving it a go with the CTF
map I was working on. Still allot to learn in that area. The hint brushes
are the result of getting really ticked off .I was attempting to do it the way
I thought was the correct way to no avail. So I slapped all them in there
and it worked to some extent.I'm going to have to try and place the hint brushes
when I have the prt loaded instead of trying to remember where the portals
are.

Re: Maps I'm working on

Posted: Thu Jun 16, 2011 12:52 am
by kaustic
I have done quite a bit to atydm6, Spent alot of time messing with the hint brushes.Got some to work
and others I just havent figured out yet. The spawn markers I just decided to get rid of theres not any
use for them in this map anyway.I actually found a decent looking skybox and am using that.I still have
to bsp with fix sky. It doesnt completely get rid of the edges but its not as bad(I have a radeon vid
card HD 4650 and at first I liked it but now think it sucks. It just doesnt compare to Nvidia). I moved
the target position for the GL launch pad. Fixed the clips inside the MH area as you suggested works
fine now. For the time being I have put this and the ctf map on hold while I'm doing the mapping competition
over at Maverick Servers.

Re: Maps I'm working on

Posted: Sun Dec 23, 2012 3:28 am
by kaustic
Well its been well over a year since the end of the summer 2011 map comp and I've been
busy with my real job(12 hour shifts 7 pm to 7 am) and still working on 4 maps at the same
time and 3 others that are just started. 2 of them I think are going to be scrapped all
together. Anyway this is the latest edition of aty3dm6.
D/L - see newest post

Re: Maps I'm working on

Posted: Fri Dec 28, 2012 8:27 pm
by kaustic
Been making some progress on aty3ctf1. There are quite a few changes.
There are some blocked off dorways on the top level.At the moment they
exit into the void.Still deciding if and what I may do with them. The lighting
is still in need of work but its good enough for the moment.
Here is a working pk3 - http://www.mediafire.com/download.php?pfd6viabulnbslv

Re: Maps I'm working on

Posted: Sat Dec 29, 2012 1:01 am
by insanet
i only watched the screenshots, but it looks good for team games.

Re: Maps I'm working on

Posted: Sat Dec 29, 2012 8:57 pm
by kaustic
I'll have to post some new screenshots. The caves are gone
I changed some of the textures to be of contrasting color.
Added some passages, Removed 4 teleporters ,changed
all the interior brushes to detail(something I thought I had
done already But apparently not),Still need to set all the spawn
points, work on the walls some,and the list goes on.

Re: Maps I'm working on

Posted: Mon Jan 21, 2013 7:00 pm
by kaustic
Final version aty3dm6 (A Day At The Villa) - http://www.mediafire.com/download.php?72ihn7boq3re34j

Final Version atydm17 (The Yard Of Stone and Steel) - http://www.mediafire.com/download.php?dazuf4g932dyh8v