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Looking for a skilled Q3 player.
Posted: Sat Aug 27, 2005 7:26 pm
by Hipshot
To help me make a smaler layout for a 1vs1 or 2vs2 Q3 map. Credits will be completely shared of course. The thing is that I don't know how to make a good smal layout for a q3 map since I don't play the game myself, I don't know how a good map plays really...
Anyone intrested?
Posted: Sat Aug 27, 2005 8:26 pm
by Hipshot
I'm not looking for a level designer

Posted: Sat Aug 27, 2005 8:39 pm
by SOAPboy
Hipshot wrote:I'm not looking for a level designer

Most of the quality players hang out in LEM.. some of us like to trick on the maps everyone makes

Posted: Sat Aug 27, 2005 10:02 pm
by Oeloe
How many maps do you know? There's plenty of material for inspiration. I recommend having a look at ik3dm1 (and 2), rpg3dm1 (and 2), q3shw19, cpm3a, cpm22.
If you want to make a map that's nice to play, try to get some vertical action in it. This is easier to realize in a CPMa map than in a VQ3 map, but it can be done in VQ3 maps too by utilizing jumppads and elevators/lifts a bit more. Also prevent long lines of sight in your map to avoid rail camping. Don't make things too cramped though (leave some room for jumping around).
Teleporters don't have to be included necessarily, but they can prevent dead areas in the map (teles have a big impact on the map flow, obviously).
Item placement is something you have to think about from the start. Most 1v1 maps are about controlling the RA (or 2 YA's) and MH and the top tier weapons.
Here is some useful information about the gameplay aspect of level design:
http://www.promode.org/maps/guide/. This is about mapping for CPMA but a lot of it also applies to VQ3.
Edit:
I don't know how a good map plays really...
Basically, a good 1v1 map has a smooth flow, meaning that both players can run around the map to collect the most important items, without running into eachother all the time, allowing the down player (less well equipped) to play defensively and forcing the up player to try to intercept his opponent (with well placed predictive shots or just by catching up with him). Major items should be put in a place that's risky to go to or that can make you lose track of your opponent. Connectivity between the areas where most fragging takes place (near major items) is key for a good flow.
Posted: Sun Aug 28, 2005 1:53 am
by prince1000
SOAPboy wrote:Hipshot wrote:I'm not looking for a level designer

Most of the quality players hang out in LEM.. some of us like to trick on the maps everyone makes

what?
Posted: Sun Aug 28, 2005 2:38 am
by menkent
just get on irc and ask around.
Posted: Sun Aug 28, 2005 7:33 am
by [xeno]Julios
There's a subjective element to what makes a good map. For example, I love pro-q3dm13 since it can not really be controlled by repetitious routes à la pro-q3dm6. In pro-q3dm13, this is because of the geometry - specifically, the fact that the lg is the key to the bridge. It basically guards it - if you have the lg, you can be down 100/100 in health and armour and still make the opponent think twice about crossing the threshold.
This requires more sophisticated gameplay - you really have to hunt the prey. The prey has ample access to resources and can use the tight angles to keep distance between herself and her pursuer (sorta similar to how corners work to pacman's advantage i guess). The riskiest item is the MH, since it is right above the lava and relatively exposed. However, with good movement skill, one can make a quick escape on any three levels (hop-climb to top/jump to centre/go to ground - if you have good timing you can hop to the lg so as not to lose falling health and also to get some temporary protection from enemy fire).
I really don't like T4 - partially because I have weaknesses in vertical combat (tactically not as mature as I am in other contexts), and also because of the tedium of the catwalks. I like to be able to run tight circles around my opponent.
I love t2 because of its brutal and simple soul. It's a map which requires guts to control, and careful planning to take back control. It is also a great map to display advanced rocket skillz. Perhaps I also love it because its the first map I played in multiplayer quake3.
Posted: Sun Aug 28, 2005 8:26 pm
by SOAPboy
prince1000 wrote:SOAPboy wrote:Hipshot wrote:I'm not looking for a level designer

Most of the quality players hang out in LEM.. some of us like to trick on the maps everyone makes

what?
Huh?
Posted: Sun Aug 28, 2005 8:41 pm
by Zyte
i agree with oeloe on the vertical action thing, although im not a cpma player i tend to like 1v1 maps with some heights in em. Thats prolly why i love hub3 and t4.
But that's just opinion, if you 'just' manage to make a decent and fair map, respect! I've never understand how peeps manage to make good 1v1 maps.
Posted: Sun Aug 28, 2005 8:43 pm
by Hipshot
I like to make vertical stuff, thats cool. I'm gonna read that game play document there and see if I can make a decent 1vs1 map...
Posted: Sun Aug 28, 2005 10:00 pm
by Oeloe
Zyte wrote:But that's just opinion, if you 'just' manage to make a decent and fair map, respect! I've never understand how peeps manage to make good 1v1 maps.
Agreed, but 1v1 maps are the easiest kind of maps to make, except for FFA perhaps. CTF maps are the hardest and TDM 2nd hardest.
W00t i made it to Grunt status with this post. :icon30:
Posted: Mon Aug 29, 2005 3:29 am
by prince1000
SOAPboy wrote:prince1000 wrote:SOAPboy wrote:
Most of the quality players hang out in LEM.. some of us like to trick on the maps everyone makes

what?
Huh?
im implying that you're shit. now im telling you.