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Author Topic: My Quake 3 Map Pack #2  (Read 714 times)
shamanlord88
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« on: August 24, 2010, 09:36:36 AM »

I am currently working on putting together a 2nd map pack, consisting of 5 maps for Q3 (2 will be the two I already posting, with slight fixes. I'll also include readmes for each, something I forgot before.) But before I do all that, would anyone be interested in it? The last time I posted my maps, they did not seem to be very popular.
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Rab,d
D-Day: Normandy 2 Developer
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« Reply #1 on: September 06, 2010, 01:35:45 AM »

Post screenshots with a brief discription to raise interest. People are more likely to download the .zip if they have an idea what the maps look like.
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shamanlord88
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« Reply #2 on: September 06, 2010, 08:37:42 AM »

Alright. Thanks for the input Smiley

So, here's my map pack. Included in the zip is a readme file giving a description of the individual maps, as well as the 4 (sorry, i accidentally miscounted in my previous post) map pk3 files. I'm not going to go in depth with the descriptions of each map (that's in the readme) but I do have some general trends with my maps. 1: I don't use a lot of fancy geometry. Pretty much everything is cubes. 2: I have a lot of triggers, funcs, etc. in my maps. That's kinda what I focus on; less on how it looks (though I do try to choose good textures for the feel I'm going for) and more on the gameplay of the map.

I also apologize for the screenshots, I had to take them in QuArk because I couldn't do it in-game. If anyone has any tips for that it would be appreciated Smiley

I also would LOVE to hear some input on these maps, none of my friends really play Q3 so these maps have not been playtested by anyone except me.

Also, you can find the screenshots at these links, because I wanted 1 for each map and the forums only support 4 uploads (and the maps had to be in there somewhere!)

Notes on screenshots:

Teleport Crazy: http://tinypic.com/r/4t2i44/7 The main room. Didn't take shots of the teleports because of textures in 3D view.
Heaven: http://tinypic.com/r/2q1xyzm/7 The spawn room. I couldn't really take any shots that didn't give you a misleading impression of the level, so you'll have to read the readme for that one.
Hell: http://tinypic.com/r/2lxyxyp/7 A shot of the main area.
Custom Robo: http://tinypic.com/r/2qtjq5e/7 One of the arenas.




* Shamanlord's Map Pack.zip (966.96 KB - downloaded 56 times.)
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megalodon
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« Reply #3 on: September 06, 2010, 09:45:24 AM »

Fine, I've removed my post.

« Last Edit: October 06, 2010, 12:59:30 PM by megalodon » Logged
Rab,d
D-Day: Normandy 2 Developer
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« Reply #4 on: September 08, 2010, 04:08:25 PM »

I think megalodon's comment and approach was way too harsh and completely unconstructive.  Roll Eyes

Here is some good advice...and it comes from my own experiences and experience with a mapper in our community that is very prolific(has made dozens of maps), but fails to get applause from players. Why? Because he spreads himself too thin.

Rather than taking x hours making many maps...use x hours for one nice map. Put all your time into it. Do not move on til you have created something great...even if it takes months...
That's how i did it. My first map is beautiful and comprehensive and it was a great learning experience. It took me 100's of hours to produce that first map. Because of it...i can now produce high-end stuff in a matter of a few hours.
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