Alpha time.

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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bork[e]
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Alpha time.

Post by bork[e] »

Weapons items (as usual with me) are just thrown around atm, just needing some feedback on the layout if you have some spare time.

[lvlshot]http://www.members.cox.net/borke/jest1.jpg[/lvlshot]
[lvlshot]http://www.members.cox.net/borke/jest2.jpg[/lvlshot]
[lvlshot]http://www.members.cox.net/borke/jest3.jpg[/lvlshot]
[lvlshot]http://www.members.cox.net/borke/jest4.jpg[/lvlshot]

Download here. 740Kb
sumatra
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Post by sumatra »

I had just a quick run, so take everything I waffle with a grain of salt.

Well, on the one hand the map is scaled very huge, on the other hand it's kept very tiny and cramped.
There are some spots, that make no sense to me (for example the metal floor in pic 3). It also has a lack of flow, there are not enough vertical connections.
With other words I don't like the layout much, BUT I see potential if you could scale it down a bit (heightwise) and design some connections that are more handy.
I didn't understand the to-water-drop-down-tunnel, or the beamer conection as well.
distinguish your "main areas" better (legible) so it's easier to learn/coordinate the map..
Is it designed for FFA, cause I was just wondering if you thought to put a Quad/Regeneration in the water pool, to make the dropdown useful.

Don't get me wrong, hope it doesn't sound to harsh.
Just needs some rethinking of whole layout IMO...

sum

P.S. These are just thoughts that floated through my head whilst running through the map. I think there are more to come :)
CrinklyArse
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Post by CrinklyArse »

i downloaded it, but when i did
/map JEST4
it said it couldnt be found :(
And its not in the game map menu and it is in baseq3.
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sumatra
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Post by sumatra »

CrinklyArse wrote:i downloaded it, but when i did
/map JEST4
it said it couldnt be found :(
And its not in the game map menu and it is in baseq3.
Curious. It works for me.
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Survivor
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Post by Survivor »

CrinklyArse wrote:i downloaded it, but when i did
/map JEST4
it said it couldnt be found :(
And its not in the game map menu and it is in baseq3.
Might be too blunt but did you unzip it?
CrinklyArse
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Post by CrinklyArse »

i saved it as all files and .pk3 as i am used to downloading maps in zip and having to change them. Oopsy daisy.
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CrinklyArse
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Post by CrinklyArse »

i have found some things i will point out with screenshots later on, but i just had a quick go now it works, and one thing i will point out not is that i found a lack of health on the level and i thought the map would be better with more placed around the map.

Also, as sum said the drop down tunnel seemed a bit pointless, and lower the hight of some rooms.

And i didn't like the black flooring as it didn't really look good with the rest (which was dull as it was the same everywhere i looked :p)
Don't want to sound harsh or anything.

edit: And that jumpad you can see on your last screenshot, when in game when u look at it it goes all funny (don't know what u mappers call it :icon26: )
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Survivor
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Post by Survivor »

CrinklyArse wrote:edit: And that jumpad you can see on your last screenshot, when in game when u look at it it goes all funny (don't know what u mappers call it :icon26: )
I'm guessing z-fighting. Let me dl.
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Survivor
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Post by Survivor »

Weird layout, but that isn't too bad. The height difference is i'd say, You've got great difference in height but don't use it. They are just there to drop down or jump up, no chance to really shoot down.
bork[e]
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Post by bork[e] »

K, I'll open up the upper areas in places. The way it's layed out right now shouldn't be a problem.

It's the first Alpha Crinkly, of course it's not gonna look good...weapons/items also are just thrown in to make the bots run around.

Just wnated to get an idea about the layout. :p
Survivor wrote:
CrinklyArse wrote:edit: And that jumpad you can see on your last screenshot, when in game when u look at it it goes all funny (don't know what u mappers call it :icon26: )
I'm guessing z-fighting. Let me dl.
:icon14: Noticed it a little late.


sumatra - Thanks for the words also. :)
CrinklyArse
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Post by CrinklyArse »

bork[e] wrote:
It's the first Alpha Crinkly, of course it's not gonna look good...weapons/items also are just thrown in to make the bots run around.

Just wnated to get an idea about the layout. :p
well i knew it was an alpha but i was just trying to be useful :p
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Post by Survivor »

CrinklyArse wrote:
bork[e] wrote:
It's the first Alpha Crinkly, of course it's not gonna look good...weapons/items also are just thrown in to make the bots run around.

Just wnated to get an idea about the layout. :p
well i knew it was an alpha but i was just trying to be useful :p
Boxboy get on msn, i got a real alpha for you.
bork[e]
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Post by bork[e] »

CrinklyArse wrote:
bork[e] wrote:
It's the first Alpha Crinkly, of course it's not gonna look good...weapons/items also are just thrown in to make the bots run around.

Just wnated to get an idea about the layout. :p
well i knew it was an alpha but i was just trying to be useful :p
Just making sure. :lub:
bork[e]
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Post by bork[e] »

meh, I don't know why it's so hard for me to get the verticle gameplay down. I see what you all are talking about, the verticle gameplay (for the first time) is there...but it's kind of pointless. Once you are in one area the other areas are kind of out of reach and useless.

Past few days I've opened a few rooms up, added about 3 rooms that make use of the metal walkway (that connect above the second screen) over to the room that had the glass window. That window is now gone and connects to the 3 aread, and blah blah, now I'm confused :p . I'll just post some screens later tonight, maybe another alpha to see if this is "workable".

edit: biggest pile of shit to date that I've made...after screwing with it for about 3 weeks I don't even not what brush goes where and what floor connects to what room and ect... *stabs self in the eye*
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