FortTown map (Need test)

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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Martinus
Posts: 158
Joined: Mon Jun 17, 2013 11:37 am

FortTown map (Need test)

Post by Martinus »

Hello everyone, here is my map for test:

Red territory
[lvlshot]http://i.imgur.com/h3Dd8cn.jpg[/lvlshot]
Blue territory
[lvlshot]http://i.imgur.com/Oa98prF.jpg[/lvlshot]
Crypt
[lvlshot]http://i.imgur.com/3tUZbNa.jpg[/lvlshot]
[lvlshot]http://i.imgur.com/MMha3wZ.jpg[/lvlshot]

I need it for test :
-performance
-gameplay
-texturing
-etc...

I'm also open for any good ideas and advices.
Please let me know them!

Download link:
https://www.dropbox.com/s/9bma2cr88fthg ... n.zip?dl=0

I hope you'll enjoy it, and having fun with it.
Thank you.
Last edited by Martinus on Sun Dec 20, 2015 2:12 pm, edited 2 times in total.
[url=http://lvlworld.com/author/Martinus]My Quake 3 maps[/url]
AEon
Posts: 1816
Joined: Sun Apr 20, 2003 7:00 am

Re: FortTown map (Need test)

Post by AEon »

Just two quick comments...
  • The blue outdoor roofs look nice, the red base ones could use slightly more saturation IMO though, i.e. making them more reddish.
  • I am not so sure about colouring the lighting indoors to make clear what base you are in. Even though it does make things *really* clear what base you are in presently, it also makes those places very washed out and monochrome... and kinda hard on the eyes IMO. I'd prefer colouring wooden beams, using flags and the like to denote the base than using the overall lighting for the base colour. Note: A few coloured lights is fine, but not the global in-base coloured lights.
Martinus
Posts: 158
Joined: Mon Jun 17, 2013 11:37 am

Re: FortTown map (Need test)

Post by Martinus »

What do you suggest about the indoor lightning? How should I "fix" it, if its really not that good?
Maybe decreasing the light intensity?
[url=http://lvlworld.com/author/Martinus]My Quake 3 maps[/url]
AndyW
Posts: 848
Joined: Wed Mar 11, 2015 3:23 pm

Re: FortTown map (Need test)

Post by AndyW »

Woooh, thats a BIG map,
nice Brushwork!
Im not a CTF Player but I like the layout. Some steps have Q2 size :/
Like AEon said: Try colors on wood, and maybe add some colored trims and Banners.
And the "catacombs" are like a "labyrinth" ATM.. Try some colored borders/trims/guidelines aswell!
I had some quick Ideas.. i will do some shots and explain tomorrow via pm ;)
Die Vitamine sind in der Dose gefangen!!!
Martinus
Posts: 158
Joined: Mon Jun 17, 2013 11:37 am

Re: FortTown map (Need test)

Post by Martinus »

I'm afraid a bit.
[url=http://lvlworld.com/author/Martinus]My Quake 3 maps[/url]
Martinus
Posts: 158
Joined: Mon Jun 17, 2013 11:37 am

Re: FortTown map (Need test)

Post by Martinus »

I'm afraid a bit.
[url=http://lvlworld.com/author/Martinus]My Quake 3 maps[/url]
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Eraser
Posts: 19174
Joined: Fri Dec 01, 2000 8:00 am

Re: FortTown map (Need test)

Post by Eraser »

I'd tone down the indoor lighting a bit. Try making it a little less red/blue or dial down the intensity.
Martinus
Posts: 158
Joined: Mon Jun 17, 2013 11:37 am

Re: FortTown map (Need test)

Post by Martinus »

I changed the red rooftiles colors deeper, and made the indoor areas more eye-friendly.
I do not want teamed wooden beams. There's should be another way to make more team colored the bases if it really that necessary.
[url=http://lvlworld.com/author/Martinus]My Quake 3 maps[/url]
Martinus
Posts: 158
Joined: Mon Jun 17, 2013 11:37 am

Re: FortTown map (Need test)

Post by Martinus »

Should I change on this map something else?
Do it worth for Quake Live?
[url=http://lvlworld.com/author/Martinus]My Quake 3 maps[/url]
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CZghost
Posts: 1943
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Location: Czechia
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Re: FortTown map (Need test)

Post by CZghost »

new sounds: yes (from Return to Castle Wolfenstein)
Buddy, do you know RTCW stuff is also copyright protected? What would you do if Activision banned you for posting illegal stuff (meaning illegaly borrowed - stolen)? I think RTCW sounds are not free to use and plain credit in readme won't help to legalise its use in another project...

Anyway, your map looks cool :up: Gonna to test it :cool:
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When you feel the worst, turn to the sun and all the shadows will fall behind you.” - John Lennon
Martinus
Posts: 158
Joined: Mon Jun 17, 2013 11:37 am

Re: FortTown map (Need test)

Post by Martinus »

If them really copyright protected, I can solve that.
Some other suggestions?
[url=http://lvlworld.com/author/Martinus]My Quake 3 maps[/url]
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Hipshot
Posts: 1547
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Re: FortTown map (Need test)

Post by Hipshot »

I don't know the exact sounds you use, since I have not yet played the level, but you might find some good ones at http://freesound.org/
Q3Map2 2516 -> http://www.zfight.com/misc/files/q3/q3map_2.5.16_win32_x86.zip
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
Martinus
Posts: 158
Joined: Mon Jun 17, 2013 11:37 am

Re: FortTown map (Need test)

Post by Martinus »

Thank you Hipshot, I thought about that too. I will replace them.
[url=http://lvlworld.com/author/Martinus]My Quake 3 maps[/url]
AndyW
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Joined: Wed Mar 11, 2015 3:23 pm

Re: FortTown map (Need test)

Post by AndyW »

So now that youre afraid of Feedback:
-Your Map looks amazing, change nothing and ignore all Ideas!
Everyone will love it.
Die Vitamine sind in der Dose gefangen!!!
Ferrao10
Posts: 790
Joined: Mon May 03, 2010 2:35 pm

Re: FortTown map (Need test)

Post by Ferrao10 »

The map does feature some really nice architecture. Good scale, too, imo.
Did you plan it to be CTF in the first place?
I'm asking because I think this would probably make a better FFA map. Just open that gate between the bases and there you go.

Circular CTF maps are difficult. A somewhat good one is Public Execution.
Yours is assymetrical as well, which makes it hard to balance the flow and the items for the teams. And both that is where I'm afraid you failed.
The red team is in severe advantage, imo. OK, you tried to conter that by giving the blue team the Regen, but that approach is really unorthodox and won't appeal to classic CTF players, I think. And that tunnel.... Don't do that, just never totally bypass the middle courtyard. If I was a flagrunner, why should I use the upper route/s? Noone can shoot at me when I take the tunnel, except if he was coming from in front of me. Easy kill.

So, I would say, make up your mind. Make this an FFA or largeish duel map. Open the gate between the bases, get totally rid of the tunnel and implement some jumppads and/or new stairs to give access to the upper 3rd floor. And then redo your weapon placement according to the new situation.
Martinus
Posts: 158
Joined: Mon Jun 17, 2013 11:37 am

Re: FortTown map (Need test)

Post by Martinus »

Thank you Ferrao10 for your post.

I like the open gate idea for a FFA version of the map (without team colors).
I can add some stairs to reach easily the 3rd floor.
I have ideas to re-arrange the weapon placements (and some of the item placements too).
But I do not want to rid off the crypt. I think it's need for the 3rd way to get the flag. Without that, the map would be too simple in my opinion.
That could be easy way with bots maybe yeah. I had to think about that part of the map. But actually I don't have any idea what should I do with that (without deleting it)
[url=http://lvlworld.com/author/Martinus]My Quake 3 maps[/url]
Martinus
Posts: 158
Joined: Mon Jun 17, 2013 11:37 am

Re: FortTown map (Need test)

Post by Martinus »

Update (see in the first post for download.)

Changes:
- more team colored bases.
- changed lights in the inside areas.
- item placement
- an open gate version of the map for tourney and ffa (with different item placement)

I hope you will like it. :up:
[url=http://lvlworld.com/author/Martinus]My Quake 3 maps[/url]
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