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Go Back Home > Forums > Quake Mod Releases > Works-In-Progress > alpha: spirit1dm3 Search Forums

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Unread 08-29-2010, 10:14 AM   #1 (permalink)
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beta: spirit1dm3

Would be cool if anybody was willing to take a look at this even though it's ugly atm.



What do you think about the layout?

EDIT: updated download link in this post as well to prevent chaos. See the later post for more up-to-date info on the map though.

Direct download link: sprtdm3_wip3.zip

Ignore texturing and lighting for now, this is just a layout test.
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Last edited by dfsp_spirit; 10-03-2010 at 06:42 AM.. Reason: updated thread title and link to latest version
Unread 08-29-2010, 08:40 PM   #2 (permalink)
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The layout is pretty good , U can do some nice jumps on that map.

But indeed it still looks ugly tho (textures)

I'm sure when its finished it will be played on Flanders and on the all mighty Euroquake server!
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Unread 08-30-2010, 02:26 AM   #3 (permalink)
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Thanks Polarite. I'll show it to some friends because I'm not 100% sure about the GA area near LG (btw hope you found the tele there because I noticed it isn't marked yet with a tele brush). If nobody complains I'll start looking for textures that could go well with it.
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Unread 08-30-2010, 10:52 AM   #4 (permalink)
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It's looking quite promising spirit and it would be good to try this in a DM game. I like the openness of the corridors and the multiple routes/escape routes all over the map. It's interesting to see some good (but subtle) use of water tunnels too.

Incidentallly, is the hidden teleporter by the MH intentional ? If not, please leave it in but maybe move the destination to somewhere slightly further away

Keep up the good work. It'll be nice to give it another try once you're happy with the textures and lighting.

Kind regards

Monty
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Unread 08-30-2010, 11:22 AM   #5 (permalink)
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feels good, but i noticed you clipped the terrain in the outside part next to the sky so i cannot walk on it

... i am disappoint

also by where the terrain comes in contact with the building i noticed there was a hole in the wall that led to a crevice that let out to a hole in the bottom of the map.
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Unread 08-30-2010, 12:18 PM   #6 (permalink)
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@Mr. Burns: The teleporter won't be hidden in the final version ofc but atm it looks like it will be there, yes. I'll consider moving the exit elsewhere, good point. I wasn't really sure about the current destination myself. The entrance is very close to MH (you can drop down into it in a sec) so I don't want the exit somewhere too close to RA though. I am considering to make it use the existing tele_exit at GA/GL so both teleporters would lead there.

@metchsteekle: I'll rebuild that part of the map completely I guess, the rocks are ugly atm. And I promise not to place clip brushes into the air without justification then.

Thanks for giving the map a try to both of you!

I know about the leaks btw, I'll fix them later.
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Unread 09-16-2010, 07:52 PM   #7 (permalink)
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finally got around to testing the latest release, it's great
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Unread 09-20-2010, 03:36 AM   #8 (permalink)
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Here is beta1 of the map I'm currently working on.



It's a tourney map with high connectivity and some fun jumps. It has lots of stuff (RA, YA, MH + 2x GA) for its size, hope the 2 GAs will help the down player a bit against the extremely powerful LG and RL.

I shuffled all the items since alpha1 and the layout has also been extended. There is a new YA area, the (formerly "hidden") tele is gone and the map has a 2nd RL in a new passage.

I'm looking for feedback on item placement mostly. I like where RA, MH and YA are atm but maybe you don't. And what about the other stuff, like weapons and ammo? Health?

I know there are still some texture and lighting issues, you can ignore them for now unless the whole map seems way too bright or too dark to you. I'll fix the leak and do a full VIS for the next beta, I promise (my Radiant mysteriously refuses to load the point file atm).

Download: get spirit1dm3_beta1.bsp
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Unread 09-20-2010, 06:44 AM   #9 (permalink)
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Both the alpha and beta can be played on Euroquake (bigfoot.quake1.net:26000)
I have renamed the maps to:

sprtdm3_wip1.bsp
sprtdm3_wip2.bsp

for consistency with other WorksInProgress and keeping the map-names short..

To select the map on server say the 'magic' !map mapname command..

Last edited by =peg=; 09-20-2010 at 07:08 AM..
Unread 09-20-2010, 07:14 AM   #10 (permalink)
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Thanks peg! I'll definitely be at Euroquake in the evening to play some games.

I had intended to upload it to my server when I get home but this is even better!
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