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majmdm2 - New Map
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Topic: majmdm2 - New Map (Read 3695 times)
q2dude
Jr. Member
Posts: 83
Rated:
majmdm2 - New Map
«
on:
April 22, 2006, 06:37:12 PM »
Hey guys.
Over the past 4 - 5 days, I've worked on a new map I'd kinda like to see on tastyspleen.
Half way thru working on it, I didn't know what else I could do for the map, and then I thought about adding some The Edge-like stuff to it. (Not really texture or structure-wise in most cases.) So, I've named this map "Edgey".
The "mdm" part in the map name means "mini deathmatch," although, unlike majmdm1, this one is BIG (but still small in a way).
Try it out and tell me what you think.
~~
The textures zip file contains the 1marics_base and 2mar_tex sets of textures I used in this map.
Tell your unzip program to preserve the directory structure and then
Extract the textures to:
C:\Quake2\baseq2\textures\
Then just move majmdm2.bsp from where you downloaded it to, to :
C:\Quake2\baseq2\maps\
~~
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PANTONE 7717C
Swanky Member
Posts: 565
Rated:
Re: majmdm2 - New Map
«
Reply #1 on:
April 26, 2006, 02:03:11 PM »
Hi majik,
The texture zip seems corrupt(?). I downloaded it a couple of times but it doesn't open. For distributing it would be easier to zip it all up in one package.
OK, I loaded up the map (without most of the textures:P) and did some exploring and running. Judging from the layout I have to say that in its current state it has an unfinished feel to it and doesn't really seem suited for DM yet. Of course this is just my opinion so don't take it as gospel;) The map itself is nicely built and shows knowledge of the mapeditor, but that's not the problem. The areas are quite empty and a bit oversized and the weapons are placed at the end of long, wide areas which makes it risky (good) but hard to do anything against a good railer standing in the center part of the map (bad). For DM it would also need more interconnections between the areas to make it more interesting and fun.
Here are some things I would suggest;
- Try to use more difference in height, especially with the floor (like you did with that elevated Chaingun plateau, more of that please:) You'll be amazed how much visual interest difference in height can add.
- Scale things down a bit. Use one of the square tile textures (eg. e1u1/floor1_3) to measure the distance. I've found ~24 tiles (1536 units) or something close to that amount to be a good maximum distance.
- Definitely provide some more cover. I know first hand how difficult it can be to come up with ideas, but just be bold and throw in a few walls and pillars and pull some parts of the floor up or down. It doesn't have to look good or be what you want at this point, but doing so can sometimes give you a brainwave and you suddenly "see it". Just like a puzzle, you first need to see all the pieces in front of you and if something doesn't fit, just yank it out. (Does that make sense?
)
- It's tempting to focuss on tiny detail brushes like the (very nice) ladders and railings. It does add detail but when the rest of the map is 'empty-ish' it doesn't really help and will only make the rest look even more empty.
- Staircases are usually better for connecting different height levels as they provide a faster way of travelling up and at the same time add more shape to the map.
- It's always recommended to add one info_player_start point. It's not needed for DM games but the map will crash if it's loaded in Singleplayer mode, something most people do when testing maps on their own. (In DM the info_player_start will automatically be discarded so it's save to put it in a DM map.)
Lastly I have to say that I think it's a good sign when a mapper keeps a map empty and clean instead of full and cluttered. Most of the time people who get into mapmaking tend to overdo things and try to use every idea they have. Which usually results in completely unplayable maps (perfomance-wise and layout-wise) with a crapload of tiny details that don't work well in Quake2 DM.
Okay, feel free to use or discard any of the suggestions and good luck with this map and/or future maps.
Pan.
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q2dude
Jr. Member
Posts: 83
Rated:
Re: majmdm2 - New Map
«
Reply #2 on:
April 30, 2006, 01:47:01 AM »
At this point, I've almost forgotten about this map (busy at work and what not).
Not to mention I released it just an hour before the TS500 I played in.
I totally appreciate the comments and the ideas, and I do agree with you.
I did try to space things out so a person with a railgun couldn't get ya on your way to this or that, but they could could still get you while going to the rocket launcher. (Didn't intend on that, but I didn't see making that hallway any longer.)
Btw, if you noticed the elevator there, how its one solid chunk - I first experiemented with the elevator using a stick + platform, but as I had read in the GTKRadiant manual, it says to avoid doing that or something, so I just made it one chunk after that.
Maybe I'm not done with majmdm2 yet.
Thanks for the feedback and helping me get started with GTK!
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haunted
Irrepressibly Profuse Member
Posts: 10149
I am hollywood.
Rated:
Re: majmdm2 - New Map
«
Reply #3 on:
April 30, 2006, 02:11:34 AM »
make the rail high up somewhere.. so when you go upstairs you either have to jump for the mega on 1 side, or get rail on the other.
in the rail's place (underwater) put body armor.
do that, get the textures right and ill duel on it
(this map is DEFINITELY a duel only map, unless you put weapons stay on in FFA haha)
«
Last Edit: April 30, 2006, 02:14:11 AM by haunted
»
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q2dude
Jr. Member
Posts: 83
Rated:
Re: majmdm2 - New Map
«
Reply #4 on:
April 30, 2006, 10:00:29 PM »
Hey guys,
Here's an updated version of majmdm2, that even I want to play now.
Check it out and tell me what you think.
~~
Tell your unzip program to preserve the directory structure and then extract it to:
C:\Quake2\baseq2\
~~
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naymlis
Swanky Member
Posts: 944
Rated:
Re: majmdm2 - New Map
«
Reply #5 on:
April 30, 2006, 10:26:21 PM »
it's always nice to provide screenshots when introducing a new map.. ive made some i was bored:
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naymlis
Swanky Member
Posts: 944
Rated:
Re: majmdm2 - New Map
«
Reply #6 on:
April 30, 2006, 10:28:03 PM »
map layout looks cool even tho its really open and "blank" i guess.. i like open maps though.. what i dont like is that theres no real armor (Yellow, Red)
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haunted
Irrepressibly Profuse Member
Posts: 10149
I am hollywood.
Rated:
Re: majmdm2 - New Map
«
Reply #7 on:
May 01, 2006, 07:22:06 AM »
yeah, that was the main issue w/ me too naym.. i suggested on IRC lastnight to re-position the RG and add an RA
.. he wants it to be similar to edge though so a YA would do
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q2dude
Jr. Member
Posts: 83
Rated:
Re: majmdm2 - New Map
«
Reply #8 on:
May 01, 2006, 09:08:50 AM »
Thanks for the screenshots, naymlis.
Yeah. I realized last night that there wasn't much armor available.
Thinking about it now, I now have an idea for atleast one piece of armor (yellow) - put it on-top of the big box by RL.
As for a RA, I'm starting to agree, finally, with haunted on putting the RA in the water.
My question is, where you would like to see the railgun? My idea would be to move it to the top of the platform just outside the water. Heh, that would sure make for some interesting games ("Should I get the RA and risk getting railed coming out, or should I forget it?")
I'm thinking I could rearrange a few of the ammo items, just a bit.
Also, I'm thinking about extending the catwalk out, and have it go down the RL hall, with ladders by the RL too. (Not to do with the big box there - just get on the catwalk.)
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haunted
Irrepressibly Profuse Member
Posts: 10149
I am hollywood.
Rated:
Re: majmdm2 - New Map
«
Reply #9 on:
May 01, 2006, 09:30:58 AM »
Yes I think that's a good place for the railgun, i think u should make sure you can't get both mega and rail in the same trip to the upper deck though, if not than that's ok it's not too big of a deal
... can't think of anything else besides that I'm looking forward to duel on this map
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