Alpha Tourney/FFA "DSP"

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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Shallow
Posts: 167
Joined: Wed Feb 09, 2005 1:58 pm

Alpha Tourney/FFA "DSP"

Post by Shallow »

About time I got on with this one, seeing as I released the first alphas back in March. Since then I've spent several months alternating between ignoring it and trying out ideas for the looks of it in seperate test maps. Not really that constructive when it doesn't have a final layout yet.

Only interested in gameplay feedback on this one. Please don't bother commenting on aesthetics because it doesn't have any to speak of! In fact, the lighting doesn't even match the sky in this build. Thus, no screenies for you my dears, but if you must know, it's quite green and looks a bit like Quake 1.

Updated download (1.1MB). Now serving build 29.
Last edited by Shallow on Mon Aug 01, 2005 9:42 pm, edited 2 times in total.
4days
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Joined: Tue Apr 16, 2002 7:00 am

Post by 4days »

there's a narrow corridor that goes between the highest level and the second-highest level. that feels a bit too narrow. otherwise spot-on, plenty of vertical stuff happening, nice one :)
pjw
Posts: 860
Joined: Sun May 07, 2000 7:00 am

Post by pjw »

I still think this layout kicks huge amounts of ass. I look forward to seeing what you do with it.

About the only gameplay feedback I have at this point is to perhaps switch the one YA and the PG directly above it? It would make it a bit more difficult to keep an eye on that YA and the MH at the same time...

Also I see a few places with weapons + ammo for that weapon right next to one another. Generally a good idea to not do that, since ammo for a particular weapon elsewhere encourages more movement around the map.

Sorry, I have to at least offer an aesthetic suggestion for later: It would be extremely cool if you were to open a few areas on the periphery of the map to the sky. IOW, make the floor of those rooms/halls a ledge that drops off and rip out the outer hull walls. I flew up above the map and it looks like that would work in a few places, plus it breaks up the claustrophobia a bit and allows for some nice eye-candy. Ignore me if you wish--I realize this is early on (and you may have been planning on this anyway, for all I know). :)
I beat the internet; the end guy is hard.
^misantropia^
Posts: 4022
Joined: Sat Mar 12, 2005 6:24 pm

Post by ^misantropia^ »

Tested in CPMA.

Map has potential. It also has very little health :) Right now, you're busier scavenging for health than actual fragging. The MH makes it worse as it tilts the balance too much in favor of the player grabbing it (who also has the advantage of having a YA a few jumps away). Replacing the other YA with a RA might remedy this.
bork[e]
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Joined: Tue Mar 23, 2004 8:00 am

Post by bork[e] »

Extremely well done! Layout is just...well.
pjw wrote:I still think this layout kicks huge amounts of ass.
Not too much else I can say. :)

Only one thing I would change:

[lvlshot]http://www.members.cox.net/borke/sugg.JPG[/lvlshot]

Instead of "read", the shot should say "reach". :)
a13n
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Post by a13n »

Lighting doesn't match the sky. :icon28:
Todtsteltzer
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Joined: Thu Nov 28, 2002 8:00 am

Post by Todtsteltzer »

Hmm, maybe re-arranging the YA areas this way might work (to increase the distances to the MH)...
[lvlshot]http://www.todtsteltzer.de.vu/feedback/dsp026/shot0014.jpg[/lvlshot]
[lvlshot]http://www.todtsteltzer.de.vu/feedback/dsp026/shot0015.jpg[/lvlshot]
Shallow
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Joined: Wed Feb 09, 2005 1:58 pm

Post by Shallow »

Cheers guys.

Yes, I was wondering about the health... I had a 50H in the PG area, and it felt like too much so I took it out but didn't replace it. I'll think on this one.

I'll try the pjw/Todtsteltzer item tweaks this evening. I like the sound of 'em.

bork[e], you should be able to make that direct 2-3 jump already. Works for me anyway.
Oeloe
Posts: 1529
Joined: Fri Mar 19, 2004 8:00 am

Post by Oeloe »

Very nice map, good for duels with nice comebacks possible, but:

- way too little health;
- 25 hp and LG right next to MH, which is bad;
- the area with the Visor statue is a bit dead; perhaps add an item there instead, just like the place with the two skulls under the stairs;
- i think i'm missing the GL;
- the teleporters are unclipped(!).

About that jump bork[e] mentioned: you can double-jump there to the armor shards in CPMA, but in VQ3 it's nearly impossible to do it in one (circle) jump. I made sure i had 125 fps, but i can't make it 9 out of 10 times. In two jumps it's easy but definitely not in a single jump. I suggest you lower that bit you have to jump on by a few units.

I actually like the texturing and i hope you're not planning to add loads of blood stains, bunches of spot lights, crates and other crap... Just some trims for the wall textures and some detail textures to make some areas more unique and recognizable would be nice, but i hope you keep this one simple. :)
Todtsteltzer
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Joined: Thu Nov 28, 2002 8:00 am

Post by Todtsteltzer »

Oeloe wrote: ...
- i think i'm missing the GL;
...
Same here ;). What about replacing the SG above the MH pit with a GL?
Oeloe wrote: I actually like the texturing and i hope you're not planning to add loads of blood stains, bunches of spot lights, crates and other crap... Just some trims for the wall textures and some detail textures to make some areas more unique and recognizable would be nice, but i hope you keep this one simple. :)
Agreed!
Oeloe
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Joined: Fri Mar 19, 2004 8:00 am

Post by Oeloe »

Yeah and just don't put in GL ammo boxes if you want to prevent (excessive) spamming. I don't see the use for the MG ammo box on this map btw, particularly in CPMA.
bork[e]
Posts: 4357
Joined: Tue Mar 23, 2004 8:00 am

Post by bork[e] »

Shallow wrote:
bork[e], you should be able to make that direct 2-3 jump already. Works for me anyway.

...damnit, I tried a few times and couldn't make it. I'll try harder. :lol:

About the GL, a good spot for it imo would be where you have the MH now. Not sure where you plan on placing it though.
Shallow
Posts: 167
Joined: Wed Feb 09, 2005 1:58 pm

Post by Shallow »

Hmm, that jump seems like it only works for me with frame cap off when it's really quite easy, any cap at all (even the magic 125) seems to make it either impossible, or difficult enough that I can't fluke it.

I'm tweaking that and fiddling with item placement now.
Shallow
Posts: 167
Joined: Wed Feb 09, 2005 1:58 pm

Post by Shallow »

Now serving build 29 (1.1MB).

- Narrow passage is a smidge wider.
- Fixed jump over JP to not be framerate dependent.
- YA that was by tele/stairs moved to a new alcove.
- PG/YA switched.
- More health (1*MH + 6*25H + 6*5H, was 1*MH + 3*25 + 5*5H)
- General item tweaks.
- Added a few more temp lights in darkish bits.
- Sky still doesn't match :)
- Switched out SG above MH for a GL. We'll see how annoying it is.
- Teleporter still unclipped because it's a placeholder.
Fjoggs
Posts: 2555
Joined: Fri May 03, 2002 7:00 am

Post by Fjoggs »

hot! Downloading it now. You're in Europe right? gimme a ring on msn if you wanna play. :]
Todtsteltzer
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Joined: Thu Nov 28, 2002 8:00 am

Post by Todtsteltzer »

IMHO it's time to turn to the beta stage ;).
StormShadow
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Joined: Wed Feb 16, 2005 8:10 pm

Post by StormShadow »

fun..
good layout, good flow..

the map isnt very open, it could get away with having a railgun

maybe add a little more health to the lower floors
sumatra
Posts: 325
Joined: Sat Feb 12, 2005 10:02 pm

Post by sumatra »

It's definately a nice layout.
I think some itemtweaks can make this a great duel map, in cpma and vanilla as well.
I request about thinking to add an RG too. especially for the vertical "weakness" it would add more balance to the hole map.
But be carefully where to place, have no idea yet.
I have to play it some more times to suggest you a proper itemset.
Keep on going and move over to Betastage :)

sumatra
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