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Maps & Textures
2013-06-11, 12:02
Member
343 posts

Registered:
Feb 2006
Hi QW.nu

I have been working on a map for Quakeworld for a couple of days now and would like some beta testers to give me some feedback.

The map idea is taken from dm_psycho from Painkiller.

https://dl.dropboxusercontent.com/u/53726931/psychob1.bsp

Ideas for other item, weapon placements is welcome

The Map is mostly for duels. But I added a Quad just in case anyone will go crazy FFA on it
ProjectQ1Q3, Frogbot Waypoint and Map Conversion Tutorial @ http://mickkn.mooo.com
2013-06-11, 18:15
Member
94 posts

Registered:
Oct 2011
Tried the map. And I think it may fit QuakeWorld, but there some problems I see and feel.

The map is way to narrow and small, Both corridor and rooms, feels like you don't have any space to dodge or get out of spam. So a bit bigger.
Also to much LG ammo, you get 2 boxes at the LG it self and then there are to beside eatch other in the main hall/room.

Thats what I think, Im no super player or good at making maps myself, but the map should be alittle bit bigger, and more space in the corridors, get a feeling it will be alot of spam and cheap frags because of to little room to move and dodge.
2013-06-11, 20:05
Administrator
1265 posts

Registered:
Jan 2006
i've tried your map, and it reminds me of small ctf mirror maps - but without the mirror.

Zombie is right, is too narrow and predictable. I'm afraid it won't work as a competitive map. But keep it up.
practice makes perfect!
never argue with an idiot. they'll bring you back to their level and then beat you with experience.
2013-06-11, 20:06
Member
152 posts

Registered:
Feb 2012
errrr... truth be told, almost didn't like it at all.
things I liked:
- painkiller-style teleports
- kind of liked the idea of overall layout. As a skeleton for the future map it may be interesting.

disliked pretty much all the other things.

As Zombie90 said - it's really too narrow.

The map has only one RL. IMO that's really a complete no-go. All playable duel maps, even tb3 ones, have 2 RLs and there's a reason for it. It's just too damn hard to play without control AND without RL on any map. And considering how narrow and spammable everything is... on this map the guy controlling RL will have a tremendous advantage over the one who has LG. It's even worse because of RA being close to RL and YA being near LG.

Last but not the least - I didn't like texture choice either. Overall it looked too eclectic to me, and indoors it looked just bad.
Well, maybe that's just me...
“If I wanted you to understand it, I would have explained it better.” (c) Johan Cruyff
2013-06-11, 20:23
Member
343 posts

Registered:
Feb 2006
Thanks for the replies

Good with some honest opinions. The narrow corridors is one of my biggest concerns, and yes i'll look into the 2 RL and Cell amount

Feedback is very much appreciated thanks

It's my first try to make a map, at all
ProjectQ1Q3, Frogbot Waypoint and Map Conversion Tutorial @ http://mickkn.mooo.com
2013-06-11, 20:29
Member
231 posts

Registered:
Jan 2006
For a first map is cool Mick but I will not make waypoints for it, sorry

Take to many time when u have more skills in mapping I will

My first map is much worse then this one

My Quake maps
2013-06-11, 21:21
Member
94 posts

Registered:
Oct 2011
Yeah mick, like I said Im not super on making maps and would not even be able to do half good as this.
And while it might hurt some people to hear people have negative toughts on your map, I think it is the best way to learn.
Hope you will keep on going, qw needs more new maps
2013-06-11, 22:23
Member
343 posts

Registered:
Feb 2006
Trinca, do you have a guide for making waypoints ?
ProjectQ1Q3, Frogbot Waypoint and Map Conversion Tutorial @ http://mickkn.mooo.com
2013-06-11, 22:47
Member
231 posts

Registered:
Jan 2006
watch the demo that is in the file i provide, see the .txt also. Got all the commands!

And load a map that is already done... to see how the bots are.

It's easy...

try in a dmm4 map first
2013-06-11, 23:44
Member
343 posts

Registered:
Feb 2006
Thanks alot Trinca

Psycho Beta 2 Released

Psychob2
ProjectQ1Q3, Frogbot Waypoint and Map Conversion Tutorial @ http://mickkn.mooo.com
2013-06-12, 13:40
Member
343 posts

Registered:
Feb 2006
Beta 3

Psychob3
ProjectQ1Q3, Frogbot Waypoint and Map Conversion Tutorial @ http://mickkn.mooo.com
2013-06-13, 19:56
Member
152 posts

Registered:
Feb 2012
Well, definitely better now. 2nd RL placement seems to be quite natural.
Generally, It still feels very raw though.

I won't tell you how to do your map, of course... still, I'd really shorten all those side corridors and probably even made them a little wider again. Also those 'grates' you made near RL drop are good but maybe would be even better if they were spaced more generously so that rockets can fit easily between?
Although... often some 'illogical' stuff can become a gameplay peculiarity enjoyed and prised for its originality. You just never know.
Anyway, gameplay considerations require some testing with bots/humans.

The biggest concern with the map for me right now is its texturing and... should I say art concept? At some of the places on the map different textures are very visibly linked, it looks too unnatural. Also, you use many different textures. Look at ztndm3 or aero for example (or any tb5 map, actually) - they have few textures in fact. It's a good idea to use as few as possible for the sake of consistency of style. Right now it's like "metallic floor at left wing upper floor, wooden floor at central upper floor, stone floor at right wing and everywhere below and in the 'courtyard' it's different stone floor and different everything. As I understand this is also linked to another problem : you want to make it look like a 'real' place, hence the style and textures and 'cells' on the left.
Problem is that it's hard up to a point of being impossible to combine 'real' concept with qw gameplay considerations. That's why no good quake map resembles anything real. It'll either be 'realistic' but very boring to play, or realism will be sacrificed for the fun, flow and/or balance. Your map right now is strange in a way that some of it's elements are useful for gameplay (I like the fact that you can use the railings for bunnyhopping) and some still seem to be... missing? It feels empty at places. All of it is because you expect something, since it's a 'real' place. If that would have been dropped for the sake of some typical Quake runic/medieval style, no such expectations would arise. Right now it's stuck somewhere in between 'real' grass/lamp posts/cells/wooden floor/balcony and rl dropdown/teleports/weird unfinished(?) stairs at the center, e.t.c. Can it still be an asylum, but... for shamblers?

P.S. I hope all that railing above wasn't too boring.
“If I wanted you to understand it, I would have explained it better.” (c) Johan Cruyff
2013-06-13, 20:29
Member
286 posts

Registered:
Sep 2012
It's funny that you make a copy of painkiller's psycho when it's already a copy of qw dm6

It look good though, even if it needs a bit more space.
Also I think you made some geometry mistakes as it eats a lot of fps, you should check for a leak or something like that...
Keep up the good work !
2013-06-13, 22:19
Member
343 posts

Registered:
Feb 2006
Thanks for the word guys

I have done a lot of leak fixing lately, but oh my god, what happens to fps drop, how to even find the problems?!

The idea with the bars/grates are that it's possible to see through the wall but not actually launch a rocket through it. It's possible though, but you have to be pretty lucky to hit the opponent, when he passes by in a hurry

I actually like the textures, I could make the ledge on left wing with dark wood but you're right it's hard not to make it realistic looking
ProjectQ1Q3, Frogbot Waypoint and Map Conversion Tutorial @ http://mickkn.mooo.com
2013-06-15, 14:06
Member
343 posts

Registered:
Feb 2006
The Psycho Ward

Final Release (included are a waypoint file for Frogbot and a LOC file)

Feel free to add it to some servers

https://dl.dropboxusercontent.com/u/53726931/psycho2.jpg

https://dl.dropboxusercontent.com/u/53726931/psycho1.jpg

https://dl.dropboxusercontent.com/u/53726931/psycho3.jpg
ProjectQ1Q3, Frogbot Waypoint and Map Conversion Tutorial @ http://mickkn.mooo.com
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