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Posts by jameswilddev2

  • MapCore's Quake 3 15th Anniversary Contest Discussion

    • jameswilddev2
    • October 10, 2014 at 11:36 PM

    Apologies; I've just read over all of the literature about the contest (Facebook, announcement article, this and the other thread) and can't see a link anywhere to sign up. Have I missed it or is creating a post signing up?

  • Machinatrium by James Wild (jameswilddev2)

    • jameswilddev2
    • October 10, 2014 at 10:58 PM

    [Blocked Image: http://imgur.com/bhVwbNa.jpg]

    Began playtesting a very early beginning whitebox to make sure things are to scale/etc.


    [Blocked Image: http://imgur.com/ZDRSbDz.jpg]

    Immediately noticed that I've overestimated the size of many things; might be more used to Unreal units now.


    [Blocked Image: http://imgur.com/81yKlAf.jpg]

    This ramp is also a bit steep; the player tends to fall off it as they come down. If I make the ceilings a bit lower (currently a bit high) this should be better but I might need to move things around horizontally a bit to give it more space too.


    [Blocked Image: http://imgur.com/B6IoUTB.jpg]

    The diagonal corridor over the top is a bit too long; it'll look less bare once detail/textures are put in, but right now there's no choice for the player.


    [Blocked Image: http://imgur.com/oXU07nK.jpg]

    Given this little shortcut at the end of the diagonal corridor plays quite well I might add side paths out or big windows you can jump through to the diagonal corridor. I might want to put an item against the corner's back wall so you have an incentive to not always take the shortcut.

  • Machinatrium by James Wild (jameswilddev2)

    • jameswilddev2
    • October 10, 2014 at 10:44 PM

    Starting out with this, I had this idea that the map could be structured with a single central corridor with little pathways branching off it and linking up in different ways like passages over the top of the corridor, under it, etc. Sketched out some VERY! rough ideas of how it might fit together:


    https://onedrive.live.com/redir?resid=69DF02CF4DAD8DAE!4166&authkey=!APstNe1X_DMfcdE&v=3&ithint=photo%2cjpg


    It looks kinda neat from a plan view perspective, but when I visualize it in my head from a first person perspective it's just a bunch of corridors; probably confusing to navigate and not particularly interesting. It could be broken up a bit by having little arenas/rooms attached to the passages, but this is working around what's supposed to be the map's central feature not really being very interesting.


    Instead, the only thing I'm taking from this roughing out are some combinations of junctions and the idea of having two floors, one at 45 degrees to the other.

  • Machinatrium by James Wild (jameswilddev2)

    • jameswilddev2
    • October 10, 2014 at 10:33 PM

    Hello.


    It's been many years since I did any Quake 3 mapping; largely in other games using its engine such as Elite Force/2. I graduated with a games degree nearly two years ago and have since been working as a software developer.


    So why not?


    I have some plans for this map. Looking to keep the scale of the map fairly small, but hopefully get some decent visuals in there. For once, I also want to do some proper iterative design with good process and log exactly how it all came together.


    My project is being hosted in source control here: https://bitbucket.org/jameswilddev/machinatrium You may download the map, or scroll back through the commits to see how it came together. Right now there's not a lot to see.


    Currently experimenting with the layout; I'll be making some notes after the jump about the design changes being made even this early.

  • MapCore's Quake 3 15th Anniversary Contest Discussion

    • jameswilddev2
    • October 10, 2014 at 6:55 PM

    I'd like to build a map entirely out of meshes (save blocking volumes/etc.) - is this allowed?

    (edit: just noticed in the other thread it says you can. Will carry on then!)

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