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dodge and plan
dodge and plan by headrot
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Colton Rep. 153
#13   10 May 2016
I have to say, he's getting there, but still not good enough. You'll eventually get a good one headrot!
Edited 10 seconds after the original posting.
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CZghost Rep. 1275
#12   27 Aug 2014
The dodge map is terrible, I can understand that Tig has swiped it out from the review. Not only it has poor layout, it is badly textured. Plan has great layout, just the texturing is torture to see, lighting is a way too dark. Well, adding this map to remake queue, will rework texturing and lighting, make also some architecture tweaks, there are sparklies around the PG as headrot made the fog brush sloped, which is pretty dumb. Using QuArK to make and/or edit levels can be questionable, tried out QuArK, I was unable to produce some solid testing layout, having troubles with the controls of the editor, glad returned back to GtkRadiant. The best way would be make the map again whole brush by brush, patch by patch, as decompile won't much work for tweaks. This will allow me to apply also different textures and different lighting as well as create some tweaks I can prepare on paper. So again for clarify: Adding map plan to queue for remake as I am currently working on different project.
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CZghost Rep. 1275
#11   27 Aug 2014
Bookmarked the maps to see, if I can make some solid retextured remakes :)
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The Hubster unregistered
#10   11 Aug 2001
Best to do it yourself!

You wont learn unless you try it yourself.

Just make sure you read up and ask questions.

Try the forums at Quake3World, and Rust, as well as the QERadiant site.

Another place, where i tend to "hang out" are the Challenge Forums, in CPM Discussion. Myself and some other mappers do post our work their for testing, and you can find us there.

http://www.challenge...orums.cgi?forum=2

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headrot unregistered
#9   10 Aug 2001
would anyone be interested in receiving a 2/3 done map of the same nature to rate? 163 kb.
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The Hubster unregistered
#8   09 Aug 2001
I spent over 6months working on Dismemberment. Thats not to say you should too, but rather an example that mapping shouldnt be rushed (depending on your target audience).

Because I wanted the map to be for real duelling, I spent a LOT of times posting betas, and doing a LOT of thinking. I hammered my colleagues for ideas, and asked them to criticise the hell out of my map until it was at a stage that was acceptable. IF it wasn't for the help of those people and all the re-thinking I was doing, the map would never have made it as an official CPL level. Its those people, the players, who I have to thank.

The lesson? Ask. Ask, ask, ask. Never stop asking for opinions.

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Tigger-oN unregistered
#7   08 Aug 2001
'dodge' is ok but would require a lot more work on the layout compared to 'plan'. You could rebuild 'plan' quickly and based on the exisiting map file, 'dodge' would need to be rebuilt from scratch :[
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headrot unregistered
#6   08 Aug 2001
I think that dodge is a better map, but i rushed it coz i had it planned down for yonks. I made it far too vertical, and a bit small.
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The Hubster unregistered
#5   07 Aug 2001
Your map (Plan) has some great potential to be something big. The gameplay is great (especially in CPMA). There are plently of nice long strafe jumps and trickjumps you can do here.

As Tig said though, the brushwork needs a second look. I would advise that you spend some time at Quake3World's forums asking people questions and gaining skills in construction. You've made a good start though!

Texturing isn't too much of an issue here I feel. The set you chose can be brought to life with better lighting and structural enhancements. So that's not really a problem imho.

Work on your brush skills/construction skills and re-release Plan. It does have the potential to be a great map.

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headrot unregistered
#4   07 Aug 2001
cheers
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Tigger-oN unregistered
#3   07 Aug 2001
There are a number of things that really stand out as far as bad construction, the main one being that you have 'boxed' the map. This is far from an optiomal way of compiling a level. You also have some rough brush work.
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WaSp unregistered
#2   06 Aug 2001
I cant comment on tigs decision to not include "dodge" in this review, I have seen worse.....but your texture placement needs work for sure..."plan" on the other hand is great from a layout point of view, but the choice of texture in this map "a singular color theme" shows you may have a few insecurities about textures and their placement and maybe this is due to a realisation we all go through and that is just how quickly the map making process can bog down when confusion about how you want your lvl to look kicks in,building it is half the battle, the fun part, then you gotta worry about coloring it in :-).......texture placement is a bitch at the best of times, but I see nothing but potential from you and look forward to your next map....I on the other hand am the oposite...I can texture them, but have an issue with understanding gameplay......you find your weakness and overcome it and your next map is gonna kick ass.

good luck dude :-)

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headrot unregistered
#1   06 Aug 2001
why is the structure deemed so bad? is it the framerate?
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