#6945 posted by gb on 2010/09/17 08:23:03
> And skilled players will hate you if they die lots of times.
All players will, actually. :)
Yeah it the first rooms are a bit too much. I've moved the weapons forward so you essentially spawn on them. The enemy spawns are more or less the same but you have much better tools for quickly killing them.
The main problem I see in making a map truly challenging is that open form or non-linear layouts easily let the player fight on their own terms, rather than the mappers. By this I mean a fight starts (or a trap is sprung) but the player is free to run away, hide, snipe, or just avoid. It's tough to force the player to meet the threat full on without being a dick about it, and I've gone too far in the opening sections. It's hard to reveal a threat, give the player time to understand it, and then push them face first into it :E
Did anyone who played it on easy or normal have a problem with the pauses in the arena areas (the sky area with pillars and the finale)? To me they feel quite long because skill 2 enemies are pouring in constantly, but are they a nice break for players or should they be reduced/removed?

Fab Looking Q3 Tech Base Map In The Works By Fkd
#6947 posted by
nitin on 2010/09/21 14:11:29
#6949 posted by gb on 2010/09/22 20:32:27
Very nice.

Q3 ?
#6950 posted by Ron on 2010/09/30 13:15:14
Very cool, looks more like an UT2004 map though.

Started Tarting Up My Previous Gameplay Test
#6952 posted by
Trinca on 2010/10/03 13:23:45
look like put lights more bright near source! look muck cooler :) put light 300 with delay
#6953 posted by
Trinca on 2010/10/03 13:28:30
look nice :| danw my English
Yea the lightning hasn't really been touched since it was just a box layout so it's a bit shit :E
#6955 posted by
necros on 2010/10/04 02:09:57
second shot looks ok, but a little boxy. if you pulled the top edge of some of the brushes inwards to create sloping walls might help.
i like that you're spending some time on the trim. :)

Lookin Good
#6959 posted by
rj on 2010/10/05 00:41:14
only thing i'd suggest from those latest shots is not alternating between red & blue lights too much. it's cool having both, but separated a bit (eg. a 'red wing' & 'blue wing' maybe) or denoting stages of the map, like changing colour after a key door or something
hmm, hadn't thought of that :E

Pretty Much
#6961 posted by
necros on 2010/10/05 02:03:25
interested in seeing this :)

Zwiffle??????
#6962 posted by negke on 2010/10/05 10:44:56

=any Progress On Your Metal Map?
#6964 posted by negke on 2010/10/05 15:40:40

One More For The Road...
Bigger area this time. They are a real pain. It's turning out a bit square :E
http://img338.imageshack.us/img338/5723/zqftest03construction10.jpg

Looking Good:
#6967 posted by
RickyT33 on 2010/10/06 12:50:10
Texturing of the door needs fixed - the inward facing faces need to be straightened.
Also the textures on the side of the slats on the flor need to be aligned.
Nice use of stock textures :) Map is looking nice :)

Zealous Indeed...
#6968 posted by
generic on 2010/10/06 14:19:42
That map is evolving big time ;)
Keep up the good work!
#6969 posted by
Zwiffle on 2010/10/06 14:37:35
Biggest problem imo is the curved roof that just looks weird to me, and the arch/support beams under the ramp. Not so hot on the computer panels, but that's ok.