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Bliccer
Joined: Sat May 29, 2010 3:17 pm Posts: 210
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 Roman Duel by Bliccer and DaEngineer
Heyey... kay I really don't know if I can even do it close. But I will take part. Have a theme idea... don't know if I can transfer it from my brain to the editor... would be cool though =) Bernd Macht bliccersmailbox@web.de1vs1 map Pls post thoughts about layout and weaponchoice... that would be a great help. And of course mh, ra and ya placement.
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word_2.jpg [ 110.68 KiB | Viewed 28662 times ]
Last edited by Bliccer on Sun Aug 14, 2011 8:27 am, edited 3 times in total.
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Mon Jun 13, 2011 6:06 pm |
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Bliccer
Joined: Sat May 29, 2010 3:17 pm Posts: 210
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 Re: Bliccer -sign up-
Alright. After creating 2 new and totally failing layouts, I think I just came up with something proper this time. Or at least... for me it doesn't look like a punch in the face... or doesn't feel like it... you got ze msg  There is also a cellar/bottom level. But haven't thought about it yet. Tried to get a good high/mid lvl, first. There will be a RA down there. And I guess it will be smth like q3dm13.
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complayout_1.jpg [ 79.05 KiB | Viewed 28624 times ]
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Sun Jun 19, 2011 11:30 pm |
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Bliccer
Joined: Sat May 29, 2010 3:17 pm Posts: 210
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 Re: Bliccer -sign up-
Well here is the layout and alpha_1 called blic_duel1. I actually ditched the cellar idea, because of time/length from door to door. Instead I added a lavapool under the mh and connected the two rooms with a teleporter (white line). Maybe you could test it? Comments are really appreciated. http://home.arcor.de/bliccer/blic_duel1.pk3
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word_3.jpg [ 49.73 KiB | Viewed 28594 times ]
blic_duel1.jpg [ 110.97 KiB | Viewed 28595 times ]
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Mon Jun 20, 2011 6:32 pm |
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EmeraldTiger
Joined: Fri Oct 08, 2010 12:59 am Posts: 94
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 Re: Bliccer -sign up-
Not bad. Layout seems good, especially the open RL room, the way you built the staircases is neat. The main issue I see in the map is the Mega. I imagine that it`s going to really put off inexperienced players. l would definitely move the platform closer to the middle so it only requires a simple jump. I know you`re trying to make it a more "advanced" map, and that`s no problem. But I would save the tricky jumps as optional techniques that can be performed to get to places faster, etc. rather than requiring them to be used to obtain key items. For inspiration, look at Toxicity on QL. The RA and Mega are actually pretty easy to get. But there are several optional, but useful, trick jumps which will keep professional players satisfied, whilst still allowing less experienced players to control the map. Related to the Mega idea, replace the lava with fog of death. If you fall down there you`re pretty much screwed anyway, hehe. Also, to slightly lengthen the path between RA and MH, I would swap the RA and 25+ on the staircases. I also found the jump pads to be huge. This is a pretty minor point though, more aesthetic than anything, but still worth noting. Everything else looks good though, good luck with your map. 
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Mon Jun 20, 2011 9:19 pm |
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Bliccer
Joined: Sat May 29, 2010 3:17 pm Posts: 210
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 Re: Bliccer -sign up-
Thanks for the nice reply. The first time I get positive feedback about the layout (also thx cityy  ). Seems as if I've actually learned something during the last competitions. I'll go on with it tomorrow or in tow days.
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Mon Jun 20, 2011 10:37 pm |
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bst
Joined: Fri Apr 22, 2011 4:20 pm Posts: 50
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 Re: Bliccer -sign up-
You could put a couple of small bridges going to mega like the ones in furious heights. I'm not keen on the certain death if you get knocked off the mh. I would try and put something down there, or maybe make it a tele so when you fall down there you emerge in a vunerable place (like the tele exit on lost world when you come from RA).
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Mon Jun 20, 2011 10:58 pm |
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Bliccer
Joined: Sat May 29, 2010 3:17 pm Posts: 210
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 Re: Bliccer -sign up-
Actually I wanted to create a cellar which leads from one teleentry to the other and which would also add another possibility to jump down from the mh pillar. But later it looked way too large and long. Maybe I should give it another try...
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Tue Jun 21, 2011 5:22 pm |
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bst
Joined: Fri Apr 22, 2011 4:20 pm Posts: 50
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 Re: Bliccer -sign up-
If you put lava down there you can make little stepping stones around the mh pillar, so you can jump down and then you could turn one of the teles into a path, and move the tele somewhere else. heres a pic of if you do it at ra.. but may be better at rg. Just a suggestion anyway, might end up playing like crap hehe 
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fafa.jpg [ 55.66 KiB | Viewed 28513 times ]
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Wed Jun 22, 2011 2:47 pm |
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Bliccer
Joined: Sat May 29, 2010 3:17 pm Posts: 210
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 Re: Bliccer -sign up-
Okay here is my new version: http://home.arcor.de/bliccer/blic_duel121.pk3Changes: - removed the railgun - switched plasmagun with shotgun - plasmagun is where the LG was - LG lays where YA was - added another YA where SG was - added a path from old RGroom to MH - added teleporter from MH to SGroom - deleted one stair at RA and added a ledge (thx cityy for idea) - added a new path from mh to PG room - added a stairway from YA to LG Most important change: made the jumppadbrushes smaller!!! Update: Okay. pls redownload the pk3 if you've already downloaded version 12. Now it's 121. Changes: - Swapped SG and RL - moved the jpad in the RAroom
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Wed Jun 22, 2011 10:12 pm |
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Bliccer
Joined: Sat May 29, 2010 3:17 pm Posts: 210
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 Re: Bliccer -sign up-
No word, but just wanted to show some new stuff... need your props  I want to try to combine Romanic architecture with space. If it's not working I will just go with the Romanic.
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Sun Jun 26, 2011 12:54 am |
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subst
Joined: Sat Jun 25, 2011 12:28 pm Posts: 30
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 Re: Bliccer -sign up-
Hey, that's lookin good! And I like those changes to the layout too, I would say it's much better now. Just maybe some small details - like that jump-pad on the screenshot, I think the angle could be smaller. And that new window from mega pillar, I think it could be a bit taller so you could just jump through without hitting your head :p Nice progress!
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Sun Jun 26, 2011 3:38 am |
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Bliccer
Joined: Sat May 29, 2010 3:17 pm Posts: 210
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 Re: Bliccer -sign up-
Well... I hope the secret word in the picture name is ok, too?
When I added my shader to the shaderlist I got a nice filesize...
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shaderlist.jpg [ 9.86 KiB | Viewed 28386 times ]
CGTexturesMembership.jpg [ 129.08 KiB | Viewed 28386 times ]
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Tue Jun 28, 2011 1:50 am |
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byce
Joined: Tue Jun 28, 2011 3:24 pm Posts: 11
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 Re: Roman Duel by Bliccer (working title)
This is looking like it'll be a pretty fun, fast-paced map!
I know this is an alpha version, but I noticed a couple of things with your brushes. First, there's a misalignment with the brush below the little window. Just run along the wall below the window and you'll see what I mean. Second, the arches on the doors aren't affected by r_subdivisions. I guess this means you made them in an unusual way or something. I don't know the specifics of how that works, but I just thought I'd let you know that players will expect that.
Also, it looks like there will be some pretty hilarious deaths around mega :D
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Wed Jun 29, 2011 4:38 am |
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Bliccer
Joined: Sat May 29, 2010 3:17 pm Posts: 210
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 Re: Roman Duel by Bliccer (working title)
Thanks for your comment! They are not affected cause they are made of brushes (see latest screenshot... manipulated all of them manually). For the mega: Be a pro and do the circlejump properly 
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Wed Jun 29, 2011 5:35 pm |
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Bliccer
Joined: Sat May 29, 2010 3:17 pm Posts: 210
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 Re: Roman Duel by Bliccer (working title)
Well well. 2 days of hard working (THANK YOU CLANBASE RADIO and mav for link), from approx. 2pm to 2/3 am 
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Sun Jul 03, 2011 2:26 am |
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