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AT LAST! Opposing Teams level was finished.
Posted: Sun May 13, 2012 10:58 am
by CZghost
CZQ3P61CTF1 - Opposing Teams - RELEASED
Finaly I've done my Team Arena rework of PaN61's level Opposing Force. There are some changes in items, textureset was reworked to fit Team Arena style. Level's a bit dark, you should increase gamma to play...
Downloads:
PK3 - All team arena gametypes including CTF supported.
ZIP - Archived version
Demo - One Flag CTF, sample gameplay
Copy to missionpack/demos
To view the demo you need the level. It's raw .dm_68 file...
Images:
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[lvlshot]http://db.tt/ZEYtTlCg[/lvlshot]
[lvlshot]http://db.tt/b3I0SQEt[/lvlshot]
[lvlshot]http://db.tt/MzJ3VnAn[/lvlshot]
[lvlshot]http://db.tt/FqXS3FDd[/lvlshot]
[lvlshot]http://db.tt/a3QkzpWz[/lvlshot]
[lvlshot]http://db.tt/cXhMXkiB[/lvlshot]
[lvlshot]http://db.tt/DlDXC6Ua[/lvlshot]
[lvlshot]http://db.tt/rfPnUta0[/lvlshot]
[lvlshot]http://db.tt/6Ag805Lh[/lvlshot]
[lvlshot]http://db.tt/NLX5HBbp[/lvlshot]
[lvlshot]http://db.tt/FyoTqG5y[/lvlshot]
[lvlshot]http://db.tt/eEUGJV8T[/lvlshot]
[lvlshot]http://db.tt/AXkjOslK[/lvlshot]
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WARNING: This release is final, edits will produced only if neccessary.
You're welcome to write a review on ..::LVL.
Remember that only one can submit a review. After the review is submitted, it's closed (if any else have some strong suggestion, he can post second opinition.)
Post your suggestion also here in this topic.
Re: AT LAST! Opposing Teams level was finished.
Posted: Sun May 13, 2012 2:11 pm
by cityy
I don't have Team Arena so I did not try the level but from the shots it looks like a solid release.
Keep going and improving - maybe try doing a non-space level some time.
Re: AT LAST! Opposing Teams level was finished.
Posted: Sun May 13, 2012 2:16 pm
by CZghost
I forgot to say:
Write your own suggestion.
cityy was first, what about others?
Also posted to ..::LVL websites.

After the map will be avaible in map queue, write some nice review.
_________________
--Wrote at 13th May 2012
Map's in ..::LVL queue now.
Map needs some repairs, wait with review, please... I need to post it again.
[EDIT] You can write any nice review. I've done probably last update here... I'm sorry for the '
unavaible' in edit time, just calc the pipes, that's days expired from map making start...
_________________
--Wrote at 14th May 2012, edited at 17th May 2012
Re: AT LAST! Opposing Teams level was finished.
Posted: Sun May 13, 2012 2:17 pm
by obsidian
The only suggestion is that your ammo placement needs some work. You have crates of ammo stacked really close to each other in large amounts. This encourages camping which isn't ideal for gameplay. Looks cool though.
Re: AT LAST! Opposing Teams level was finished.
Posted: Sun May 13, 2012 2:25 pm
by CZghost
cityy wrote:I don't have Team Arena so I did not try the level but from the shots it looks like a solid release.
Keep going and improving - maybe try doing a non-space level some time.
Thank you, cityy. After the map will be in
..::LVL queue, it will be avaible to write any nice review...
As to the Team Arena, I don't know how it costs in USA (or where are you from), but in some IT shops it may be still avaible. So it may be to easy to buy it.
You probably have 1.32 PR Quake 3. Do not install, just copy the missionpack folder to your Quake 3 installation and run PR install again (it will install the TA). Run new installed game and put your CD key to play... Good luck.
Re: AT LAST! Opposing Teams level was finished.
Posted: Sun May 13, 2012 2:25 pm
by CZghost
obsidian wrote:The only suggestion is that your ammo placement needs some work. You have crates of ammo stacked really close to each other in large amounts. This encourages camping which isn't ideal for gameplay. Looks cool though.
Thanks... As I've written in general post, no more edits will be done in this level since I've finished it as final release. For the Team Arena maps, it's better to test alone and then release it as final version... I've tested only functional of map, not the overlook or item placement.
And to camping: Everyone skilled player knows the camping is dumb and may slow the gameplay.
It's possible the one player lots camps and the whole team loses...
So do not camp to get the most frags, but run and practice your aim...
Re: AT LAST! Opposing Teams level was finished.
Posted: Sun May 13, 2012 2:40 pm
by SplEEb
map is decent.
I tried harvester with bots.
what am I missing, where is the rail gun??
Re: AT LAST! Opposing Teams level was finished.
Posted: Sun May 13, 2012 4:59 pm
by CZghost
SplEEb wrote:map is decent.
I tried harvester with bots.
what am I missing, where is the rail gun??
At each upper neutral platforms... Near the nailgun...
One small comment to Railgun placement:
For Capture the Flag and Overload it spawns in center of map on the lower platform, but for the One Flag and Harvester it's placed on higher platforms in neutral area near the nailgun due to the white flag or skull generator placement.
Re: AT LAST! Opposing Teams level was finished.
Posted: Sun May 13, 2012 5:25 pm
by CZghost
Oh, I've got an idea:
Who wants can record a demo to download.
You can eighter use your Dropbox, or use one of download services like Rapidshare or Filestube to give your demo avaible. Post the raw .dm_68 files, I wanna to see your tryouts... Eighter you win or lose, I'll be pleased to see your gameplay techniques...
Who wants not, simply won't record his gameplay. It's easy.
For those who doesn't own Team Arena copy I'll create a guide video from the level + convert my demo to AVI with sounds. The AVI gameplay won't have music included, in the level is used original Quake 3 music sonic5
Re: AT LAST! Opposing Teams level was finished.
Posted: Sun May 13, 2012 6:58 pm
by themuffinman
It's actually pretty good! Good to see you doing something besides trolling GD and void
One gripe: the location tags are hella long - which is unchanged from the original, so it wasn't your doing. Should have been made shorter - cutting out the base names and rather colorising the tags would be far better.
Also, too many ammo boxes and runes.
The lighting is quite good and overall it is a big improvement visually. Will be interesting to see how Pan's version ends up considering the ideas he can now pick up from this redux.
Re: AT LAST! Opposing Teams level was finished.
Posted: Sun May 13, 2012 9:20 pm
by SplEEb
CZghost wrote:SplEEb wrote:map is decent.
I tried harvester with bots.
what am I missing, where is the rail gun??
At each upper neutral platforms... Near the nailgun...
One small comment to Railgun placement:
For Capture the Flag and Overload it spawns in center of map on the lower platform, but for the One Flag and Harvester it's placed on higher platforms in neutral area near the nailgun due to the white flag or skull generator placement.
GHost, fire up harvester and tell me there is a railgun.
One flag, its there, harvester, no. Or did you make an invisible model.

Re: AT LAST! Opposing Teams level was finished.
Posted: Sun May 13, 2012 11:59 pm
by EmeraldTiger
I haven't played it, but it seems to be a good spinoff of Pan's level. I really like those monitors with the movies on them, gives it an authentic TA feel and it's very smooth. I like the modified yellow neutral rune spawns as well. id just used neutral weapon spawns for neutral runes, which was kind of lazy on their part - so this is a nice touch.
Only nitpick is the really stretched team logos on that bridge at the bases - doesn't look quite right. I would just make it a square patch and just lay it over in the center of the bridge - that might look better imo.
Re: AT LAST! Opposing Teams level was finished.
Posted: Mon May 14, 2012 3:32 pm
by CZghost
SplEEb wrote:GHost, fire up harvester and tell me there is a railgun.
One flag, its there, harvester, no. Or did you make an invisible model.

I'll check the source map and repair the issue if there's one...
EmeraldTiger wrote:I haven't played it, but it seems to be a good spinoff of Pan's level. I really like those monitors with the movies on them, gives it an authentic TA feel and it's very smooth. I like the modified yellow neutral rune spawns as well. id just used neutral weapon spawns for neutral runes, which was kind of lazy on their part - so this is a nice touch.
In TA mapping documentation is written the neutral weapon pad may be used for neutral runes. I've used original method of placing neutral runes: neutral runepad...
EmeraldTiger wrote:Only nitpick is the really stretched team logos on that bridge at the bases - doesn't look quite right. I would just make it a square patch and just lay it over in the center of the bridge - that might look better imo.
I'll check issue appear with railgun in oneflag and harvester gametypes (the railgun doesn't appear in harvester mode). So I'll modify the team logo marker anyway...
Re: AT LAST! Opposing Teams level was finished.
Posted: Mon May 14, 2012 3:34 pm
by CZghost
obsidian wrote:The only suggestion is that your ammo placement needs some work. You have crates of ammo stacked really close to each other in large amounts. This encourages camping which isn't ideal for gameplay. Looks cool though.
In map is probably issue with railgun, will look also for the ammo boxes placement...
Re: AT LAST! Opposing Teams level was finished.
Posted: Wed May 16, 2012 1:14 pm
by CZghost
SplEEb wrote:GHost, fire up harvester and tell me there is a railgun.
One flag, its there, harvester, no. Or did you make an invisible model.

Yes, there was an issue with the railgun, now repaired. Thank you for reporting...
I've typed to
gametype key as value
"oneflag, harverster" instead of "
oneflag, harvester".
Re: AT LAST! Opposing Teams level was finished.
Posted: Wed May 16, 2012 8:36 pm
by SplEEb
haha, cool man.
Re: AT LAST! Opposing Teams level was finished.
Posted: Thu May 17, 2012 1:49 pm
by CZghost
SplEEb wrote:haha, cool man.
Tried to play Harvester, the railgun is there now...
Re: AT LAST! Opposing Teams level was finished.
Posted: Sat May 19, 2012 8:24 am
by CZghost
cityy wrote:I don't have Team Arena so I did not try the level but from the shots it looks like a solid release.
Keep going and improving - maybe try doing a non-space level some time.
Ah, have remembered level
czg3team2. It's a pity the level isn't done still, found some problems with compile: The diagonal doors teleport spectators into void, spectator teleporters didn't solved it. Under grates are invisible faces of the framing, I've used common/weapclip to make invisible faces of the grate brush. I don't undestand these problems appearing. So I decided to freeze the level
czg3team2 developing and try something else...
Re: AT LAST! Opposing Teams level was finished.
Posted: Sat May 26, 2012 9:46 am
by CZghost
Who have Team Arena installed, do not forget to write a review...

After the review is submitted, submitting is closed until the review is shared... After sharing you're able to post second opinition...
Re: AT LAST! Opposing Teams level was finished.
Posted: Tue Jul 03, 2012 11:55 am
by CZghost
After 8th July keep checking first post of this topic:
I'll make a video from the posted demo for those who can't try the map (missing TA copy)...
Also will make a Quake Live version of the map for online gameplay (will post it to ID software), but I cannot know if the ID software rejects it... So I'll just try lucky and if the map will be approved, you can play the map online if you have premium or pro account (after some expire the map may be avaible also for free players)...
