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 TBA(Cray3t1) by Crayfish 
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Joined: Tue Jun 11, 2013 12:06 pm
Posts: 23
 TBA(Cray3t1) by Crayfish
Name: Karl 'Crayfish' Kraft
e-mail: bloggs1991(at)hotmail(dot)com
Type: Duel - Quake Live

Made levels for Unreal Tournament 3 (including a remake of Bloodrun), COD & Gears of War, but this is my first full Quake map. Played around with the tools and made a basic layout in Q3 that ive taken some inspiration for this scratch build.
Thanks to all Radiant tutorial makers!


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File comment: Yes I am using WinXP
June 21st 2013 - week1 01.jpg
June 21st 2013 - week1 01.jpg [ 448.74 KiB | Viewed 45612 times ]
Thu Jun 20, 2013 5:20 pm

Joined: Tue Jun 11, 2013 12:06 pm
Posts: 23
 Re: TBA(Cray3t1) by Crayfish
Lower level getting fleshed out


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June 27st 2013 - 01.jpg
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Thu Jun 27, 2013 3:27 pm

Joined: Tue Jun 11, 2013 12:06 pm
Posts: 23
 Re: TBA(Cray3t1) by Crayfish
One of the YA rooms :)


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8th July.jpg
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Mon Jul 08, 2013 10:03 pm

Joined: Tue Jun 11, 2013 12:06 pm
Posts: 23
 Re: TBA(Cray3t1) by Crayfish
First Alpha layout complete!


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9th July.jpg
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Tue Jul 09, 2013 4:38 pm

Joined: Tue Jun 11, 2013 12:06 pm
Posts: 23
 Re: TBA(Cray3t1) by Crayfish
No mp testing in QL, so Mynx helping with some testing in Q3A


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Q3Atest1.jpg
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Tue Jul 16, 2013 1:39 pm

Joined: Wed May 26, 2010 5:45 pm
Posts: 36
Location: New York
 Re: TBA(Cray3t1) by Crayfish
looks great. keep it up!


Tue Jul 16, 2013 3:24 pm

Joined: Tue Jun 11, 2013 12:06 pm
Posts: 23
 Re: TBA(Cray3t1) by Crayfish
Thanks dude!


Tue Jul 16, 2013 6:55 pm

Joined: Tue Jun 11, 2013 12:06 pm
Posts: 23
 Re: TBA(Cray3t1) by Crayfish
Hi guys. Have a .pk3 for Q3A available. Bots are not implemented, but any feedback from multiplayer testing would be appreciated.
The map was proposed for duel, but it might end up being better suited to 2v2 etc because of its scale, I would compare it to a DM6 type map. I will consider any feedback, but will ofc make final decisions based on a range of views and my own vision/time, but all feedback is welcome and appreciated. Hoping not to do many major structural changes at this point because of time constraints but we will see. Here is the file:

NEW PK3 SOON*

If any duel players could post a replay from their play that would be fantastic to see also.
Thanks!


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Alpha08.jpg
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Last edited by Crayfish on Fri Aug 02, 2013 7:51 am, edited 4 times in total.

Thu Jul 25, 2013 5:12 pm

Joined: Wed Apr 13, 2011 3:35 pm
Posts: 121
 Re: TBA(Cray3t1) by Crayfish
Your pk3 must be incomplete, its only 117 kb and doesn't show up in the skirmish menu and
winzip wont open it. Says its an invalid archive.


Thu Jul 25, 2013 10:40 pm

Joined: Tue Jun 11, 2013 12:06 pm
Posts: 23
 Re: TBA(Cray3t1) by Crayfish
Thanks for trying, perhaps try to re-download. Its 403kb for me when I download, same size as the copy in my Q3A folder.


Thu Jul 25, 2013 11:52 pm

Joined: Wed Apr 13, 2011 3:35 pm
Posts: 121
 Re: TBA(Cray3t1) by Crayfish
Downloaded it again. WinZip still says its an invalid archive and PakScape cant open the file
either, it says "Error reading file". I usually don't open other peoples maps unless there is a
problem loading the map in Quake 3 Arena. Could be getting corrupted during the download.
The file size is still about a 3rd of what it should be. I use MediaFire. Its free and there aren't
any codes to put in to enable the download. https://www.mediafire.com


Fri Jul 26, 2013 3:55 am

Joined: Tue Jun 11, 2013 12:06 pm
Posts: 23
 Re: TBA(Cray3t1) by Crayfish
Here is a mediafire link. Thanks again:

LINK DELETED, see newer version in later posts*


Last edited by Crayfish on Tue Jul 30, 2013 4:54 pm, edited 1 time in total.



Fri Jul 26, 2013 7:29 am

Joined: Wed Apr 13, 2011 3:35 pm
Posts: 121
 Re: TBA(Cray3t1) by Crayfish
Ok got to run around in your map some. I think you could probably have 6 to 8 players in it
without a problem. Definitely not a Duel map. Not that I haven't played 1v1 on bigger maps its
just not as fun because of all the running around looking for your projectile recipient. My
personal thoughts about the layout , I think it's pretty good. The one thing I think I would
change is the location of the mega health. I would switch it out with the health on the pillar and
then raise the pillar high enough so as to not be able to jump to it from that platform on the left
side above the rocket ammo(ie jumping without assistance from rockets/grenades). As for
texturing I think adding some border on the platform edges would help break things up a little
more. Adding an AAS to the map would be more helpful to see how the map would flow and see
how bots play the map.

I thought I would mess around a little and set my /com_maxfps to 1500 and its kinda weird. You
cant jump very high and moving is different. Try it you'll see what I mean.


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Craymap.jpg
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Fri Jul 26, 2013 2:39 pm

Joined: Tue Jun 11, 2013 12:06 pm
Posts: 23
 Re: TBA(Cray3t1) by Crayfish
Thanks for your thoughts Kaustic. Its purely just a basic block out atm, no decoration done yet, I wanted to get layout finalized before doing anything detailed. Your maps brushwork and trimming is looking really clean btw.
I do take your points about the size, that was a concern, so I will enable it for TDM and FFA, (how does CA work? does it just auto remove weapons?) maybe it will end up most suited to 2v2 or something, but i do hold out hope for duel also. If you are fighting over the major items, I think you will find the gameplay allot more focused, the RA and MH are vulnerable from allot of angles. Just as with Lost World and some other z-axis heavy maps, its set up to give you good control from the high areas, but if you want the items, you have to risk going down to get them. The grate above the MH that makes it vulnerable from both main connecting rooms and the tight area its set in is supposed to be a deathtrap, like the MH room from Hektik:
http://www.youtube.com/watch?v=DreDIhnK-co
If it was placed atop the pillar you would be able to control both yellows and MH from the upper area which is something I really want to avoid (a problem that DM6 itself suffers from a little).

Thanks again for your thoughts, sorry if it seems like i rebuffed some, but right or wrong they are core gameplay features I built around from the outset so want to stick to my guns on that. I value any other input you have as I move forwards and, for what its worth, will offer my thoughts on your map also. Cheers.

PS: yes the Q3 engine starts to go a bit haywire above 125fps, which is why all competitive players set their max fps to 125. Nice to know Im getting good framerates alteast!


Fri Jul 26, 2013 3:51 pm

Joined: Tue Jun 11, 2013 12:06 pm
Posts: 23
 Re: TBA(Cray3t1) by Crayfish
30th July:

I've remodeled the RG room, moved the GL to the RG room balcony and added in a Shotgun where the GL was. All spawns now have atleast LOS to a weapon, and most are very close. Added a small ledge in the YA area so you can now run circuits of the upper area clockwise as well as anti-cw without a Defrga superjump. I took a chisel to the YA area and RG room and sliced 4 blocks (256 units) out of the maps width, so the long upper routes going W-E & E-W are now much quicker. This will hopefully tighten up the map quite a bit.


Btw, could anyone tell me if peer to peer / direct netplay is possible in Q3, and if so, how?


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30th july.jpg
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Last edited by Crayfish on Fri Aug 02, 2013 7:51 am, edited 1 time in total.

Tue Jul 30, 2013 4:31 pm
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