map testing

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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j3st3r
Posts: 97
Joined: Fri Oct 01, 2010 11:02 pm

map testing

Post by j3st3r »

Little map made over weekend to kill some time while family was away. Work once again ruined quality time for me. Anyways, textured very basic right now but everything else is in there. Give it a go and send me some feedback if you don't mind.

http://dl.dropbox.com/u/15159109/jstrq3 ... rchive.zip
fKd
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Re: map testing

Post by fKd »

bad link. and also, how about a screenshot or 2?
j3st3r
Posts: 97
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Re: map testing

Post by j3st3r »

Oops, sorry about that. Here ya go.

Image

http://dl.dropbox.com/u/15159109/jstrq3dm3b.zip
EmeraldTiger
Posts: 392
Joined: Fri Sep 17, 2010 1:53 am

Re: map testing

Post by EmeraldTiger »

Wow, this is nice. I like the "art deco meets gothic" style here, with stuff like the square patterns in some of the walls, etc. Great architecture. I don`t know why but I actually like the minimalist look to it.

It really reminded me of Lost World (q3dm13) when I loaded it up, particularly the mega health platform. Not necessarily a bad thing though. I do have a suggestion for the MH, though. In vq3, you can only drop down to it, you can`t jump up to the mega. In CPM due to increased stepheight you can reach it either way. I would lower it slightly so that it is possible to jump up to it in vq3, and make it more friendly towards those physics.

Can`t find anything else wrong with it though - it`s solid! Keep up the good work, Jester. :up:
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subst
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Re: map testing

Post by subst »

Hey, that's very nice! Layout seems to be well done and that simple texturing I would say is just fitting, since theres lots of trims and details in the geometry. And it's all lookin great, I like the colours also :p
Although the map is not large , with all those details it looks like quite a lot of work for just a weekend :o

I noticed this thing about the MH platform too - you can actualy jump up there from the ground in vq3 as well, but it's quite hard to do, so I suppose this wasn't an intention. Or if it was, I would suggest you make the platform a little lower. Maybe it would be even better for the gameplay if there were two ways of getting the MH, as it is in dm13.

Good job! : )
fKd
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Re: map testing

Post by fKd »

i like it. good work so far. my nit pick is that all the ceilings seem to low. it feels very claustrophobic.
DaEngineer
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Re: map testing

Post by DaEngineer »

Looks very promising so far. The architecture really has this certain "official Quake III map by id" flair to it. I think some more colors and maybe a different sky (I don't like these toxic yellow skies anymore. I considered them to be cool once, but by now I can't stand this omnipresent yellow light they cast) are needed. Right now the light ranges from white to yellow and there are some very dark corners. I think you map would profit from some other colors and more brighness.

And I noticed the smooth shadows on some of the bars. Did you use square cylinders?
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ShadoW_86
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Re: map testing

Post by ShadoW_86 »

I really like that screenshot. Classy!
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ShadoW_86
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Re: map testing

Post by ShadoW_86 »

Ok, after jumping around the map for few minutes:

-once again, aesthetically it's great map. I love the brushwork and lighting.
-map feels a little crampy. It's pretty small and it's a little hard to get speed. Not sure if you would like to change scales or sizes, but it could help if it was more open/bigger in some places
-moving around feels like it's jumppad madness :). It's pretty much because to the map size and jumppads count. Every single turn and every 2 seconds I just get on jumppad. After few minutes it starts to annoy.
-I find personally scale of the skull lamps to be a little too big, they look huge in comparison to player or the geometry (I know they are big, and you didn't scale them up)
-I really don't like that spot on screenshot, I would get rid of it:
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j3st3r
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Re: map testing

Post by j3st3r »

First off thank you for the trying the map and all the comments. I do agree the map is on the small side, this was intentional to some degree. I was aiming for a tight in your face 1v1. The ceilings are also low with rocket splash in mind. The skull lamps will be going, they do look huge. I have lowered the mh platform so it is now open to a jump from the bottom also. The minimalistic look of the textures has grown on me though it will still be done in standard look.I agree wit the spot shadow pointed out in the ss and have removed it also. Which areas do you think need to be opened up more?
ShadoW_86
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Re: map testing

Post by ShadoW_86 »

Tbh all main rooms could be a little bigger... But yet again, it's huge change and not something you can do easily now. Also you mentioned it's just how you wanted the map to be, so maybe in the end it's just me :).

Another note, MH and YA seems to be a little too close to themself. Maybe you could try to move one of them somewhere else, or even to add another armor (usually layouts with 3 strong items plays better then with only 2 of them).
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j3st3r
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Re: map testing

Post by j3st3r »

Well there is another ya in the map. Maybe change it to ra? I'm not really beyond redoing the map. Like stated before not a lot of time went into it. Any other opinions on size?
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