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[spoiler]Alright I've ported the map over to q3, it wasn't as hard as I thought it'd be but there are a few issues. The lighting is pretty messed up and the map is way darker then the quakelive version I think it might have something to do with having to use a different sky texture but I'm not sure, I'd recommend using r_mapoverbrightbits 2/3.
I also couldn't find the "TV static/fuzz" texture i was using for the teleporters and had to improvise and lastly this map can't really be played in its current state there is no health/armor/ammo on the map (aside from mega/RA/YA) and theres only one spawn.
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Some things I'd like feedback on:
- Overall layout
- Map flow
- Map balance
- Major item placement (RA/Mega/YA)
- Weapon placement (This one is low priority since the weapon locations are likely to change.)
- I'm not particularly happy with the mega room I feel like the area between the pillars and the mega is to spacious and while I do like the mega platform I think its a tad to exposed and could be worked better into the room.
- The current textures are temporary and while I've not decided on a theme for the map yet I'm most likely going to use the standard quake 3 gothic theme.
- Lighting and the ceiling are also temporary and will be revised in later versions.
- I think the YA to RA connector room (where the lg currently is) is a bit dull and could maybe be slimed down some or made more interesting.
- My goal with the pillars in the RA room was to give someone on the upper level quicker access to the RA without having to drop down or go around through lg room and vice versa, the trade off to this is the jumps are supposed to be some what tricky but right now they are pretty easy.
- While both teleporters are temporary the final versions will probably stick to the cylindrical design.