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cityy

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About cityy

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  • Birthday 06/19/1994

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    Student
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    Germany

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    http://cityy.explicits.de

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  1. Thanks to everyone who participated in the contest, I enjoyed following the making of the maps a lot and even more so I enjoyed playing all the submitted maps in the end. I think everyone did a great job and can be proud of the results! Also thanks to Sprony for taking the initiative and organizing this great event and the sponsors for showing so much love! Special thanks to Obsidian for dealing with my incapability!
  2. Basically, what I mean is that your map has a lot of prominent areas due to the fact that everything is overly well connected. I am not only referring to walkable paths but also to visual connections, lines of sight, factors that make it hard to avoid damage. I think that FFA is a lot about estimating potential sources of damage. If you are at point X you should position yourself in a way that allows you to predict potential fresh spawners or opponents approaching you from close connections. That's why it's good to offer prominent areas and safer routes or positions. The overall openness and the concentric structure of your layout doesn't go very well together with that (yet). Regarding performance, one thing might solve another here. I can already tell you that you are not going to be able to get the map to perform well keeping this open structure and/or the great level of detail you worked out. Id tech3 simply isn't good at running maps like yours. You need to try and separate areas to create sections for the engine to render. Right now it really renders most of the map all of the time, no matter where you are. Another thing I'd like to mention is the feedback of your floor surfaces. It's not really a game breaker but something you should consider more next time IMO. The wooden planks you use can get quite funky in combination with rockets and the way splash damage works. You never really know if your rocket is going to hit the horizontal plane of a plank or the vertical plane. What surface is hit always has an impact on the splash damage and creates a little bit of randomness for the players. Additionally, the heavy usage of irregular terrain can have the same effect. I realize some of it is clipped but some of it also isn't. This doesn't only affect splash but also makes movement a bit unpredictable. Don't let my potentially harsh sounding words discourage you though. This is an outstanding piece of work not many people could have accomplished. Keep going!
  3. Looks like it is going somewhere. It's a pity I can't comment as much as I would like to Edit: This does obviously apply to all other entries as well.
  4. You will have to create a new sky shader. Also, everyone interested in this particular topic might want to read this: http://q3map2.everyonelookbusy.net/shader_manual/apI.htm
  5. Check this out: http://www.quake3world.com/forum/viewtopic.php?p=866841&sid=ad515cf0c01696f94084ca2acc81963c#p866841
  6. You really shouldn't infuse people with your blending obsession hipshot. :-)
  7. Maybe this helps: http://www.simonoc.com/pages/articles/terrain2_1.htm
  8. Something you might find useful: You can use _minlight to establish a solid minimum light level or _ambient to increase the power of all your entity light sources. Select any brush that is not part of a func_ and hit 'N' to bring up the entity inspector. In there you can add the mentioned keys. Good values are probably around 15-20. Not that you should use this only for testing.
  9. I really dislike this feature. I don't know if a game that is essentially cpm needs even more movement freedom. More movement freedom eventually just means that the game removes a depth aspect from the level design (increasing the # of possible routes and connections to take for the player). What they really should do is make the already existing movement visible to new players. 90% or more of the people who play quake don't know what a circle jump is or how to do it. That's the real problem this franchise has. The game has enough gameplay features to it, they are just all a result from coding bugs and not intuitively designed. And no, tutorials are not going to help. Nobody wants to do a tutorial in order to enjoy a game. Warsow tried adding on top of cpm with their dash and wall jumps - fact is that the response was not overwhelming (partially because it made the game even more messy, partially because you need an extra key on the keyboard for those features). I don't see how the stake gun in reflex is going to be any better than that. I don't know how they intend to use the stake gun in praxis but next to the level design/position/movement aspect I also think that new players should not be put in front of even more choices regarding weapon usage, since quake 3 already has 10 guns half of which new players don't know how or when to use.
  10. Played the original and enjoyed it a lot. I might as well just get the new edition.
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