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  1. #1
    Skaarj
    Join Date
    Dec 2000
    Posts
    17

    Default [Map 1on1] CPM1a: another Q3 remake ;)

    This time it's a 1 on 1 map: CPM1

    Description:
    A classic Quake III duel map well known for its very fast paced gameplay (it was first built for the Promode mod for Q3). I tried to stay as close from the original feeling as possible (e.g make hard jumps in Q3 quite as hard in UT2003) but with the addition of new tricks (thx boostdodge ) .
    This map is still in Beta stage. I'm looking forward to hear your comments hints to perfect it.
    Things I might change/improve:
    - textures: the texture of 2nd floor's walls isn't very beautiful . And I'd like another tex for the floor.
    - Weapon placement: I don't know if the flak will stay, I might replace it with the goo gun. In Q3 there's a shotgun there. Although the flak is the "UT shotgun", it might be too powerful in this small map, and overwhelm all the others weapons.
    The shock Rifle replaces the Grenade Launcher, I might put it in place of the flak...
    - FPS optimization: It seems the map runs quite slowly compared to standard maps (at least in max details on my PC). I need good and precise advices on this part

    Feel free to criticize, flame, whatsoever, but if you have really interesting thing to say -> PM me

    Get it here , here, or there
    Enjoy (I hope )!!

    EDIT: At popular request (well, 1 advice in fact ), here are shots:



  2. #2
    legacy-Poet2
    Guest

    Thumbs up

    GREAT WORK so far!!!

    I just cant get enough of these Q3 remakes. The more the merrier ( now we just need someone to make a mod which sorts out ut2k3's dodgy physics system ).

    This is a very good remake, the scale and "feel" of the map are pretty damned spot-on.
    You're right on the textures, the top level doesnt look too nice at all, but I really like the texture work on the lowest level, between the Flak Cannon and Lightning Gun. Clean and simple as it should be.

    Theres a problem with both of the teleporters though. If you go into either from the back, they double-teleport you so you end up coming out the other side on the same level you were just on. Have no idea how to fix that.

    Are those the original ID Software Jump Pad textures? If so you'll probably have to change them. And the UT2k3/Q3 display screen above the Rocket Launcher doesnt really fit in, or look that good IMO. And those 3 little TV's shouldnt really be there either.

    The top level hallway needs a bit more work architecturally, some of the walls need moving across and tidying up a little, especially where the Link Gun ammo is now.

    One last thing. Change the MUSIC!!! Please!

    And when you're done with all that we'd like a CPM3 remake next please.

    Keep us posted.

  3. #3
    MSgt. Shooter Person
    Join Date
    Oct 2002
    Posts
    208

    Default

    Ahhh, "CPM1a", AKA "CPM1" remixed, AKA "q3jdm8a", AKA "Wicked" By FXR|Jude. FXR being an (correct me if I'm wrong) Austrailian clan. to follow it's history and finish off your description

    CPM1a is a retextured version by Decker and has a slightly diferent item placement (basically the RL above the LG swapped places with the upper armour) and was aiming at Pro tournament play of the Q3 mod Challange Pro-Mode or CPM for short hence the map file name.

    I hate to think of the hours of play I've put into this map over the past few years. (Including 1v1 ladder league games on it).

    This is a nice start to the map but please do it justice. Poet2 has already mentioned the TP's so I won't go there. As to your trickjumps, etc, either I'm very good or the scaling in here is somewhat off in places (I suspect it's the later). For example I can easily jump for the Upper TL ledge to the upper armour ledge. And the same with the upper large health ledge above the low RL. In Q3 these jumps are difficult to master and require a higher level of skill, here they should be the same. (see the campgrounds remake to see what I mean).

    There are some texture alignment / bsp ? probs as well. For example in the jp shaft next to the lower RL you can stuck on a ledge, the same with the jp shaft near the upper Armour. This prohibits game flow, which is why this map is such a classic.

    Lastly, I know this is only a beta, but .... textures, etc. You have the opportunity in UT2K3 to do what CPM1a did to CPM1 / Q3JDM8a. Please think about a more uptodate look rather than how it is now. This is not to say it needs to be heavy on Eye Candy or Clutter, just it could be a hell of a lot more prettier which will make it visually appealing to players and give you a wider audience. Go on do it some justice and do it right, if you gonna do it, and give it a touch up. Agree with Poet2 ... loose those TVs.

    Weapon / item placement. Don't touch it. It's spot on. Thumbs up here. The way it is now, it promotes that fast pasted game flow that is this map.

    wow, must be the most I've ever posted in comments on a map here.

  4. #4
    Skaarj
    Join Date
    Dec 2000
    Posts
    17

    Default

    Thanks for the replies!
    I forgot to tell it was my first map ever, that's why you found so many "beginner" mistakes (bugs in the jumppads, eye candy not really in the actual standards...), and that's why I asked for advices, so I'll listen to them
    -About the TV's I found them nice (in the Q3 version there are spotlights there), what do you all have against them ?:haha:
    -The TP problem is something I've already thought of. In fact, UT's TP don't work like Q3's: in Q3 you always get out in the same direction whatever the way you enter it. In uT you face the same direction you entered it (e.g you backpedal to enter so you exit facing facing the TP). So when you enter the TP by behind, you TP 2 times and come back at the start. I'm probably gonna make a static mesh to surround the TP and prevent entering it from behind and the sides...
    -Now with the jumps... I also spent a lot of time on this map in Q3, and I think the two ones you describe are far easier than say, the Rail to ledge in DM6 (especially since the appearance of Pmove in osp...).
    The jump number 1 is quite easy (a little harder than the one to the upper Large health), while the number 2 is a l33t jump in Q3! That's why 1 can be done with a double dodge and 2 only whith a boostdodge.. On the other hand it appears 1 is way easier in UT than in Q3, I might increase the distance so you'd have to be in the best spot to pass it.
    - And finally, about the eyecandy and textures thing, I admit I have a lot to work on that, but I focused more on the gameplay and scale, so that it plays "right". (even if it's not exactly the case-> see the Jpads pb, but I know what to do there...)

    Thx again for the advices, I know what I have to do

  5. #5
    MSgt. Shooter Person
    Join Date
    Jun 2002
    Posts
    259

    Default

    Hehe I dunno why, but quake 3 remakes seem the best trickjumping maps that are out for ut2k3
    Imo it's very good (looking at the layout) for your first map, maby a lil too small but it's fun now too.
    I dunno if you noticed but if you jump on the jumppad, and do a boostedodge than you can make it to the upper ledge (where you have yur 1 and 2 jumps), wich imo is pretty cool for gameplay, so please don't change it too much on that spot hehe cuz I like doin these sorta jumps (since I managed to do the huge jump to the shield on the campinggrounds remake ).
    You do need to work on the looks some more cuz much of the textures look messy right now and the lighting seems very boring and too bright (on some spots) now.
    Anyway, good luck, hehe I really love all these quake 3 remakes.

  6. #6
    Skaarj
    Join Date
    Dec 2000
    Posts
    17

    Default

    I dunno if you noticed but if you jump on the jumppad, and do a boostedodge than you can make it to the upper ledge (where you have yur 1 and 2 jumps)

    No! I didn't know that!! Could you post a demo?
    To get on the upper ledge from the bottom I use a small shield jump on the jumppad, so I can get the armor or Link quickly, but I wasn't able to get there with a boost !!

    About the lighting, it's true that's it too bright (especially where the lightning gun is) because I usually play with low gamma and brightness, so I didn't notice it while making the map! I'll fix that

  7. #7
    MSgt. Shooter Person
    Join Date
    Jan 2003
    Posts
    110

    Default

    It looks really nice, don't remember the map though.:up:

  8. #8
    MSgt. Shooter Person
    Join Date
    Jun 2002
    Posts
    259

    Default

    I made about three demo's one with the jump and two other with some bugs. Do you have a place where I can upload it??
    Btw when I watched back the demo your skybox didn't seem to work, so my guess is that if it doesn't work in a demo than it won't work online:.

  9. #9
    Skaarj
    Join Date
    Dec 2000
    Posts
    17

    Default

    Just send me the demos by mail at lazdada@free.fr
    About the skybox I checked too, and it's really weird, I don't know what's happening

  10. #10
    Iron Guard
    Join Date
    Sep 2002
    Posts
    595

    Default

    aye. no wonder I never seen that map b4....

    where to get the original?

  11. #11
    MSgt. Shooter Person
    Join Date
    Jun 2002
    Posts
    259

    Default

    Sent


 

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