brk_alpha1 (layout playable?)

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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bork[e]
Posts: 4357
Joined: Tue Mar 23, 2004 8:00 am

brk_alpha1 (layout playable?)

Post by bork[e] »

Medium sized FFA map that sarted out with me testing Radiant after my pc crashed, and after laying down a few brushes this map just kind of came into place.

I haven't really spent much time on weapons and items, just threw enough in to get bots running around and something for me to run for. Still throwing walls around so what do you think of the basic layout of the below?

[lvlshot]http://www.members.cox.net/borke/brk12.jpg[/lvlshot]
Screen 2
Screen 3
Screen 4

Map - 536KB
o'dium
Posts: 11712
Joined: Sun Mar 25, 2001 8:00 am

Post by o'dium »

Thats just raw size and scale, right?
bork[e]
Posts: 4357
Joined: Tue Mar 23, 2004 8:00 am

Post by bork[e] »

What are you asking?
o'dium
Posts: 11712
Joined: Sun Mar 25, 2001 8:00 am

Post by o'dium »

Is that the simple geometry test, so that you cna see how the map flows and change it easily, or is that indeed the final map, for testing, with all the detail your going to add?
bork[e]
Posts: 4357
Joined: Tue Mar 23, 2004 8:00 am

Post by bork[e] »

haha, simple geometry test, says the description above...second paragraph.
StormShadow
Posts: 557
Joined: Wed Feb 16, 2005 8:10 pm

Post by StormShadow »

The layout isnt bad for a smallish FFA.

Elevator feels a little slow tho..

Also, the main chamber is pretty open. You could possibly add a couple large pillars on either side to break it up a bit.

Good YA spot.. I like how you can drop down on it with some decent strafing.

If you choose to break up the room a little, you could also experiment with adding the railgun in a hazardous area..

Could be a fun map with some tweaking!
bork[e]
Posts: 4357
Joined: Tue Mar 23, 2004 8:00 am

Post by bork[e] »

[quote="StormShadow"][/quote]

awesome.

For the most part the weapons will be moved around and like you said I'm trying to throw some stuff around to get the distance down in that main room. (was thinking about the RG but even if I throw some objects around it doesn't seem to fit in imo.) Will try it again later though.

The platform I made slow on purpose, but can speed up if you think it is a little slow. I just didn't want that to be a easy way up being as it takes you straight up and you don't have to work to get there...but I'll change if need be.
bork[e]
Posts: 4357
Joined: Tue Mar 23, 2004 8:00 am

Post by bork[e] »

Before:
[lvlshot]http://www.members.cox.net/borke/before.jpg[/lvlshot]

After:
[lvlshot]http://www.members.cox.net/borke/after.jpg[/lvlshot]


Gonna have to find another way or two in/out in the current setup, but I like the way it plays better now that before.
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