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Author Topic: Draft for a OA Tourney map (hardly inspired by QIIIA Tourney4)  (Read 10090 times)
carca55gr1nd3r
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« on: January 02, 2017, 07:34:51 AM »

Happy New 2017 to All.  Grin

Would like to introduce my QIIIA Tourney4 inspired map.
Not finished yet but ready for a pre alpha announcement.  punched

Have fool around with shaders and made some own textures. Ya welcome to use it  ccool
Edit: there are just some of my developer textures in it. Don't worrie I will replace them all with some nice fitting textures in the end.

some shots:


















Link to the map:

https://app.box.com/s/3isp2qjcwf4vhfxjzufojpj8x4bcoo3f
« Last Edit: January 04, 2017, 02:44:20 AM by carca55gr1nd3r » Logged
carca55gr1nd3r
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« Reply #1 on: January 02, 2017, 02:39:51 PM »

next upgrade ... preparing the inner atrium ... there shall be a lava yard down  mad







no pre-alpha map yet availabe  Tongue

« Last Edit: January 04, 2017, 02:47:48 AM by carca55gr1nd3r » Logged
Neon_Knight
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« Reply #2 on: January 02, 2017, 05:20:59 PM »

Then I'll wait for the next version. Smiley
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Akom74
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« Reply #3 on: January 03, 2017, 01:07:33 AM »

Well done !! Smiley

Lookout ad the doors !! You have to modify something to avoid the brush merging.

Wink
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carca55gr1nd3r
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« Reply #4 on: January 03, 2017, 01:54:30 AM »

Well done !! Smiley

Lookout ad the doors !! You have to modify something to avoid the brush merging.

Wink

Yeah, that was just done in a fast design session. The inner yard is not touched in the first pre alpha version. I have allrady modifyed the walls up to a thicker size. Now the doors do not stick out of the walls any more Smiley 

Will modify the map a little to provide a next pre-alpha.

Also wana know how ya think about the gameplay of the map...  topsy
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carca55gr1nd3r
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« Reply #5 on: January 03, 2017, 06:36:42 PM »

okay here the next pre-alpha release ... note the map is not finished yet and there are several details missing and a lot of bugs in ...  shifty

link:
https://app.box.com/s/fzr7zn6dw12llag2rp62g7ba880n86w3

oppinions and comments are welcome ... oh btw the map file is in ... have fun  Wink





« Last Edit: January 04, 2017, 03:11:59 AM by carca55gr1nd3r » Logged
Neon_Knight
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« Reply #6 on: January 04, 2017, 01:20:19 PM »

The map began well. Some first thoughts, though:

- The "perfect symmetry" should definitely be broken. The original Q3Tourney4 wasn't too symmetric.
- Two Railguns? I think it's too much, especially when there's no cover areas.
- The map is very "square". Some areas, such as the central one, would benefit with the use of bezier patches.
- Can you keep those neat dummy textures in the final release or at least a separate pack? They would definitely be helpful. Smiley
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carca55gr1nd3r
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« Reply #7 on: January 05, 2017, 09:54:03 AM »

The map began well. Some first thoughts, though:

- The "perfect symmetry" should definitely be broken. The original Q3Tourney4 wasn't too symmetric.

Agree I made some map parts fast just by copy and paste and this works perfect in that symmetric design. Smiley
I also started to think about to go more to the floorplan of Q3Tourney4 and cut one side off.
I would like to enlarge the inner yard to the off cuted side ... well letz see Cheesy

- Two Railguns? I think it's too much, especially when there's no cover areas.

Haha, yes  punched . to be frankly the weapons was put randomly, just to have bot gameplay avilable, have just start to find some balanced weapon spawns.

- The map is very "square". Some areas, such as the central one, would benefit with the use of bezier patches.

Yes, also came by the copy and paste workflow ...

- Can you keep those neat dummy textures in the final release or at least a separate pack? They would definitely be helpful. Smiley

My quick an dirty selfmade developer textures?  Cheesy

no problem if you want you can use them in the pre-alpha map pack as I have mentioned feel free to use it Smiley

Not quiet sure from where I have picked up that developer texture idea. Have seen this at several mapping guides.
Some times I just start Radiant without any unpacked texures and shaders and then I open up Gimp and Notepad++ or another text editor and start to
paint / write my own textures and shaders  ccool . Usually I start with these simple "dev Textures".  

You can make also your own. It dosen't needs any master skills on Gimp  Cool
 
I have made the by:

- start a new picture by size of 256 x 256
- put two help lines 50% in vertical and horizontal
- the first layer I fill with a colour I like
- Then I create a new layer with a different colour normaly a darker or brighter variation of the first layer
- take the selection tool and select along the helplines squares to and remove them on the opposit side
- save it as tga or jpg into a folder inside "textures" folder done.
- on the current once I have put in some stylish OA logo  Huh


I made several variation just in colours or some times also different squares.

The advantage of these textures I see is, to get a feeling about size.
Sometimes maps looking unnatural or feeling wrong just because sizes dosen't fit.    topsy
 
« Last Edit: January 05, 2017, 02:29:01 PM by carca55gr1nd3r » Logged
Gig
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« Reply #8 on: January 09, 2017, 03:33:30 AM »

Given a quick FFA test.
I find it nice!

Maybe a few passages, like the one of the screenshots, may be a few units wider...
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