[q3 cpma map] sq3t2 Moonbreath (beta 1) - need beta-testing

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D Scrama
Posts: 18
Joined: Sat Feb 27, 2010 3:59 am

[q3 cpma map] sq3t2 Moonbreath (beta 1) - need beta-testing

Post by D Scrama »

Well, hi... Over a year ago I was asking to test my sq3t1 Right Angles and that was very positive for me and my map. So today I want to show new title and take some feedback about it.

[lvlshot]http://scrama.3dn.ru/_nw/0/93348873.jpg[/lvlshot]
[lvlshot]http://scrama.3dn.ru/_nw/0/12098561.jpg[/lvlshot]
[lvlshot]http://scrama.3dn.ru/_nw/0/40537537.jpg[/lvlshot]
[lvlshot]http://scrama.3dn.ru/_nw/0/68620204.jpg[/lvlshot]

>> DOWNLOAD <<
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EmeraldTiger
Posts: 392
Joined: Fri Sep 17, 2010 1:53 am

Re: [q3 cpma map] sq3t2 Moonbreath (beta 1) - need beta-testing

Post by EmeraldTiger »

Haven't played with bots yet, but it does look nice! The layout is pretty neat - I am usually not a fan of corridor maps but for some reason I don't mind them here. Maybe because they feel more spacious, I`m not sure. Good use of the cpm18r texture set, it really brings out the "moonbase" feel. The light designs are a nice subtle way of utilizing ramp jumps. Seems to flow great with cq3 actually, not just CPM.

A few suggestions that might improve gameplay:

[lvlshot]http://dl.dropbox.com/u/27277779/sq3t2_sug2.jpg[/lvlshot]
- By putting a new jump pad where the GL is and moving the GL as seen in the picture, you can keep the GL but add a bit more connectivity since the player has two ways to travel up to the GA above. He can also grab GL and use the jump pad without having to backtrack.

[lvlshot]http://dl.dropbox.com/u/27277779/sq3t2_sug1.jpg[/lvlshot]
- Hey, moons can have water! I think it could be pulled off nicely here and it would add some depth to the gameplay - a player can hear someone going for YA and then ambush them thanks to the splashing sounds.

- Where is the Plasma Gun? I noticed you have two SG`s. Maybe replace one of the SG`s with a PG? Might add a bit more variety to gameplay since you have a bigger arsenal. Plus, the PG is usually not an overpowering weapon by any means, so if you can fit one in it shouldn't affect balance.

- The chains are a great idea. Would be kind of nice though to be able to stand on the broken chains hanging just above the pit for sneaky camping strategies, hehe. :D (Right now if you fall on them you die, even though you didn't actually fall in the pit)

Looks excellent so far. You should submit it to FragLove once it is finished - this is definitely the kind of map that humans should play on! (The bots can`t ramp jump no matter what!)
[color=#00FF00][b]EmeraldProductions[/b][/color]
http://emeraldproductions.weebly.com/index.html
D Scrama
Posts: 18
Joined: Sat Feb 27, 2010 3:59 am

Re: [q3 cpma map] sq3t2 Moonbreath (beta 1) - need beta-testing

Post by D Scrama »

EmeraldTiger wrote:new jump pad where the GL is and moving the GL as seen in the picture
Jump pad moved, area reworked )
EmeraldTiger wrote:moons can have water!
I tested - looks sucks.
EmeraldTiger wrote:Where is the Plasma Gun?
Near RG now :sly:
EmeraldTiger wrote:Would be kind of nice though to be able to stand on the broken chains
Good idea, done.

...and a bit other tweaks: beta 2
>> DOWNLOAD <<
EmeraldTiger wrote:Looks excellent so far. You should submit it to FragLove once it is finished - this is definitely the kind of map that humans should play on! (The bots can`t ramp jump no matter what!)
Thanx :cool:
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Ferrao10
Posts: 790
Joined: Mon May 03, 2010 2:35 pm

Re: [q3 cpma map] sq3t2 Moonbreath (beta 1) - need beta-testing

Post by Ferrao10 »

I love the colours. The grey works great with the brown accents.
But it does not look like a moonbase at all. It rather feels sewer/prison-ish. Might want to change the name accordingly.
Also, find a substitute for the fog-of-hell. Does not fit into the setting, imo. The chains are cool, though.

I disagree with EmeraldTiger on the overall crampiness of the map. In a way, it feels like q3tourney4 without a space to hide. Give the player(s) some more open space, please. You can achieve this with breaking up the routes as they are, without too big an fps-drop.
It really does feel too "closed quarters".

Personally I'd change the rock texture at the YA to something different. A 512*512 texture of either more dark-grey or more dark mossy rock. Kat has some formidable rock tex's, afaik. If you go for the latter, it'd be a supreme touch to add the moss to all your textures, more or less. Also, the light angle does not fit here, at the shaft. It's a point light, I guess. I see the point of spotting the wall at the LG. But it just doesn't fit with the skybox's moon.

Generally this is really dope. Nice brush work, nice atmosphere. A little low on flow, imo. Keep working on it, thumbs up.
D Scrama
Posts: 18
Joined: Sat Feb 27, 2010 3:59 am

Re: [q3 cpma map] sq3t2 Moonbreath (beta 1) - need beta-testing

Post by D Scrama »

Ferrao10, actualy it is not moon base. Level called MoonBREATH, so you can see cold moon through the window )

Thank you for feedback!
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Takkie
Posts: 101
Joined: Sat Nov 25, 2006 3:06 pm

Re: [q3 cpma map] sq3t2 Moonbreath (beta 1) - need beta-testing

Post by Takkie »

I like the map.
Nice atmosphere and i agree to most thing mentioned above.
Just two little notes.
1)
I personally think there is to much Rocket-ammo.
The 2 boxes of rocket ammo that are side by side can imo be removed.

2)
In the little room with the shotgun (and the one, big chain)
the textures are not alligned properly when they go around the corner.
The yellow diagonal line texture is a bit off...

Anyway, great work!
[url=http://slugrock.tumblr.com]slugs and rockets[/url]
Ferrao10
Posts: 790
Joined: Mon May 03, 2010 2:35 pm

Re: [q3 cpma map] sq3t2 Moonbreath (beta 1) - need beta-testing

Post by Ferrao10 »

D Scrama wrote:Ferrao10, actualy it is not moon base. Level called MoonBREATH, so you can see cold moon through the window )
My fault, screwed it up in a hurry, I guess.

Still, I guess that term could be kind of strange to some native english speaker.
I'm not native myself, so forgive me if I'm wrong here.

Still, like it alot.
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