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  4. Quake 3 15th Anniversary Contest

Jackal - Q3dmp29 4 player ffa - Peter "fKd" Ward

  • fKd
  • October 21, 2014 at 9:12 PM
  • fKd
    • November 18, 2014 at 7:02 AM
    • #21

    update with brighter lighting. hope this fixes it. *link removed

  • Hipshot
    • November 18, 2014 at 8:13 AM
    • #22

    Ok, much better. My biggest issue with the level is the feeling I can't get down w/o being forced to take fall damage.

  • fKd
    • November 18, 2014 at 9:20 AM
    • #23

    hmm, yeah? i feel that with the amount of health and armour plus the enviro suit that would off set that.. hmmm maybe making the water area around the power up into a pool so you can dive into it from any height? hmmm... good food for thought. thanks.

  • pat h
    • November 18, 2014 at 3:32 PM
    • #24

    my university network is blocking that download service. if you send me a PM/email i will test it.

  • fKd
    • November 18, 2014 at 9:20 PM
    • #25

    solved the issue... kinda.


    *link removed


    I'll send a copy to ya gmail pat cheers man

  • pat h
    • November 18, 2014 at 10:23 PM
    • #26

    nice to see you've come so far already. (i can tell it's going to be down to the wire for me.) as usual, the map looks superb. you really know how to pull off these epic environments. i also love the position of the MH, i didn't notice it hanging out there at first. i also think those central pillars are dying for an item to be placed on them. another thought: maybe switch LG and RA? i didn't analyze it too much, just a gut feeling.


    i agree with hipshot's comment and in general i think the scale might be a little too much. obviously you aren't going to change that at this stage, even if you wanted to. at this point i would just try to work in more ledges between levels to make jumping down a little less of a sacrifice. deep water is definitely a good idea. and you could also incorporate some cushioned surfaces like i did in my map, Q.


    like your last map, the windows are beautiful and they are what i remember most after leaving the map. maybe you could find spots to add even a few more.


    gl!

  • fKd
    • November 19, 2014 at 1:40 AM
    • #27

    cheers pat, yeah the ra/lg/rl/power up have been switched around a fair bit during development.. so far i think this might be the right mix, but i'll give it a go with the ra/lg switched.


    also working in a few more options to mitigate the falling damage issue.


    thanks guys.

  • fKd
    • November 19, 2014 at 9:50 AM
    • #28

    what used to be here?

  • Conrad Justin
    • November 26, 2014 at 9:53 AM
    • #29

    Hey fKd. I know Quake only from watching some duels on YT and from playing it just recently (mapping contest) but hopefully I will give you a feedback that map deserves.


    First of all: Map looks really sweet.


    contradiction

    • Symmetry of layout - harmony and peace
    • Amazing verticalism - quite scary, acrophobic

    Style and ideas

    • Somehow you made concrete and wood planks fit together! I don't know about mixed industrial style but perhaps map could use some green? Plants, green light...
    • Lamp model should be replaced (mabye its just personal taste)
    • Pilars in the middle (those with fancy shiny texture) could use an item and a jumppad (on the top one perhaps ) that makes you jump to MH. So it's like you jump from the top platform (RA) on this pilar and jumps up to the mega. Dunno.
    • I was so happy when I made grenade jump from the top platform to mega! Its so challenging!
  • fKd
    • November 26, 2014 at 10:32 AM
    • #30

    Thanks man, i'll look into those ideas.


    I have been thinking about doing a plant pass, adding vines etc... just not sure if more is always best, at some point i just have to stop tinkering


    Here's my latest build


    https://www.dropbox.com/s/ap3equch7nf96qr/q3dmp29.rar?dl=0

  • phantazm11
    • November 26, 2014 at 5:14 PM
    • #31

    I wish I had time to check this out...looks fantastic. I guess in a week I will have plenty of time :/


    If I haven't said this before, I love your style fKd.

  • Hipshot
    • November 27, 2014 at 8:15 AM
    • #32

    I'm gonna take a look at it this weekend again, I haven't seen the changes you've made =)

  • fKd
    • November 29, 2014 at 12:52 AM
    • #33

    Here is the latest build. More fine tuning etc... Lots of small details and other busy work... you know how it goes


    file: https://www.dropbox.com/s/ap3equch7nf96qr/q3dmp29.rar?dl=0

  • fKd
    • December 3, 2014 at 8:09 AM
    • #34

    finished... ish and submitted. Might give it a bit more work after comp feedback.


    gg all and gl.


    Thanks Mapcore for the fun comp!

  • phantazm11
    • December 4, 2014 at 1:41 AM
    • #35

    This is a fun map fKd!


    I absolutely love your mapping style. I'm not sure I'm in love with the brick you used, but it gave an overall cool atmosphere anyway, especially with your lighting. Extreme vertical fighting is not quite my cup of tea, but I don't ever seem to mind it much in your maps. The placement of the megahealth is very cool


    Great job on this map brother!

  • fKd
    • December 9, 2014 at 10:03 PM
    • #36

    Thanks

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