Page 1 of 1
TNUC [ALPHA] - Would Like Some Layout Feedback/Advice
Posted: Wed Nov 25, 2015 3:43 pm
by BeWilderBeest
tnuc.bsp (working title only) by BeWilderBeest
pre-alpha layout test
A medium-large ffa/tdm map based upon my old DM-Mordred map released in 2002 for Unreal. I wanted to start getting into QL mapping (yeah, I know), and figured the best way of learning Radiant was by recreating one of my old maps, preferably one with simple geometry (like this one).
The scale is slightly off, since it appears the QL player models are slightly smaller than in Unreal. In any case, I tried to match the scale of brushes 1:1 as they were in UnrealEd.
Looking purely for feedback in regards to playability in ffa/tdm. That said, there are no items placed (yet). The map is almost purely bare brushwork at the moment, with only minimal lighting and placeholder jumppads in their intended positions (all invisible :P). Playerstarts were added for testing with a few friends online.
DOWNLOAD PK3
Re: TNUC [ALPHA] - Would Like Some Layout Feedback/Advice
Posted: Wed Nov 25, 2015 4:26 pm
by Martinus
It says, wrong version.
I could not load it to Quake 3, and I don't have QL client.

Re: TNUC [ALPHA] - Would Like Some Layout Feedback/Advice
Posted: Wed Nov 25, 2015 4:34 pm
by BeWilderBeest
Ah ok. I'm using the paks from QL... will it work if I compile for q3a instead?
Edit:
try the bsp
Sorry if there's any confusion. I'm still fairly new with idtech mapping. I really should break out my q3 cd and map with that, and
then make a QL version from there.
Re: TNUC [ALPHA] - Would Like Some Layout Feedback/Advice
Posted: Wed Nov 25, 2015 8:01 pm
by AndyW
Hey,
i did a check on your map in WolfCam10.3.
In Q3A 1.32 i get a [wrong version number (47 should be 46)]
I like the layout, but your map seems to be overscaled a little bit.
1st.
Dont build long Walls that thin, it will look strange and will have no support-function:
[lvlshot]http://i.imgur.com/woPZOZ5.jpg[/lvlshot]
2nd.
You have some clipping Errors in your map:
[lvlshot]http://i.imgur.com/D46kovo.jpg[/lvlshot]
Maybe apply some Jumppad textures and add a basic structure for the launch pads.
Some scaling Tips:
In Q3 jumppads are 128x128 units/in base... and stairs should be 8x16 units/per step. Hallways should be something between 128 to 192 in width. I use 128 units as "base-floor" and add 16 units trim per side... so i go with 160 units width for my hallways. ( NOW! I had alot of scaling problems in the beginning too

)
I hope this was usefull!

Re: TNUC [ALPHA] - Would Like Some Layout Feedback/Advice
Posted: Wed Nov 25, 2015 8:24 pm
by BeWilderBeest
Yes! Thank you!
Most of the hallways were made with a width of 256 units. But with the trim ideas I had in mind, that'll be reduced somewhat in the final version. At least that's the plan. Same goes for that wall. It's basically there just as a divider, and will probably be changed when I get to detailing.
Jumppads will be fixed eventually too.
And yeah, I've had lots of issues with clipping in that area. I'm not exactly sure what the cause is. Quake's BSP is a mystery to me at the moment :P
There was at least one other place where I could fall through the geometry, but that was gone with the last compile.
Is there a way I could scale down the whole map at once? Perhaps down to 75 percent? If not, it's no problem.
This map is basically me just learning radiant. I'd like to complete it, but it's not a big deal if I don't. It's not my best layout, either :P I'd rather learn the editor and engine first before applying my knowledge to something better

Re: TNUC [ALPHA] - Would Like Some Layout Feedback/Advice
Posted: Thu Nov 26, 2015 10:16 am
by Eraser
Cool, some fresh blood

Are you Dutch, by the way? I am as well and there's quite a few other Dutch people posting at Q3W

Re: TNUC [ALPHA] - Would Like Some Layout Feedback/Advice
Posted: Thu Nov 26, 2015 2:23 pm
by BeWilderBeest
Australian, but living in Norway

Re: TNUC [ALPHA] - Would Like Some Layout Feedback/Advice
Posted: Thu Nov 26, 2015 4:02 pm
by Eraser
Ah I see. I was thinking Dutch because "beest" is a Dutch word, but I just realized wildebeest is also the English name of
an animal
Re: TNUC [ALPHA] - Would Like Some Layout Feedback/Advice
Posted: Thu Nov 26, 2015 4:48 pm
by BeWilderBeest
Yep. Got the name from Monty Python (the confuse-a-cat sketch)
