Quake Live

Quake Live

Quadwell
Sersch  [developer] 10 Jan, 2022 @ 8:43am
Things that need to be improved (please post suggestions!)
I plan to update this map based on player feedback. Let's collect this feedback here, so we have a public list.

Fixed or implemented:

Things that I got feedback on but will keep as they are:
  • ivy and moss colors are too close to the bright green player skins, making player detection difficult -> I'm happy with the colors and have balanced the map's visuals around them
  • lighting is too bright and makes health pickups difficult to see -> I'm happy with the lighting
  • remove slick from the roof -> This is done intentionally to discourage players from camping on the roof
  • overgrown room is inaccessible -> This area was designed as an afterthought when the major routes were already done. I might make it accessible, but I don't know if that's possible yet
Last edited by Sersch; 22 Apr, 2022 @ 1:44am
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Showing 1-13 of 13 comments
Bro Bike 7 Apr, 2022 @ 2:17am 
I had no performances issues and the map is amazing, bots were working!

Here is my feeback: https://imgur.com/a/0ENZ88Y
Map needs a bit more heallth bubbles.
Sersch  [developer] 7 Apr, 2022 @ 8:43am 
Thank you for the detailed feedback, I really appreciate the effort!

https://i.imgur.com/w0XHhKM.jpeg -> This is intentional. The roof was originally not intended as a playable area. I wanted to discourage players from camping on top of it. I thought it was interesting as a challenging shortcut, but problematic as an easily accessible area. Do you think the map would benefit from removing the slick surface? I think the roof is currently to steep to look appealing when you walk around there.

https://i.imgur.com/2Q99isn.png -> This area was an afterthought and was created when everything else was already done. If I find a way to integrate it nicely into the map's flow, I can open it up. But I can't promise that this will happen.

https://i.imgur.com/lcDpLlK.jpeg -> It's clipped so player's don't get stuck at both ends. But I can probably only make the ends stuck-safe and remove the clip for the main area in the center.

https://i.imgur.com/j8kHPZJ.png -> I like this one!

https://i.imgur.com/A0kwtER.jpeg -> That's also nice and gives a cool incentive to get on top of these pipes.

https://i.imgur.com/RBrh4jC.png -> I'll add bubbles there :) I think there even were some at one point.

https://i.imgur.com/15D5mE1.png -> Sounds good!

https://i.imgur.com/UMDMEh3.jpeg -> I'll make the bent piece at the bottom stuck-safe and remove the clips. Maybe even add 5HP at the crane. Or something else that makes the rocketjump worthwhile (except for the vantage point).

https://i.imgur.com/LK7cDPi.jpeg -> Good idea :)

I can't tell when I'll implement your suggestions, but I will do at some time. There's another update for this map that I need to finish and upload first.
Bro Bike 11 Apr, 2022 @ 11:22am 
Played it a bit more, new feedback: https://imgur.com/a/9Qp1j1t

The photo with the green arrows shows a path I was able to take to go on the big pipe in the center of the map, the blue circle could be a light fixture that we could jump on to go to the top, but adding the light fixture would make the current trick slower so it might be good to make the door edge a bit bigger. The other picture shows an angle that could be smothened to make this jump easier (currently it's doable but quite hard).

Once again the map is amazing.
Last edited by Bro Bike; 11 Apr, 2022 @ 11:23am
Sersch  [developer] 11 Apr, 2022 @ 2:35pm 
Fantastic suggestions, I'll add these for sure :) I love these small changes that allow players to navigate maps in a freestyle way that feel organic.
Sersch  [developer] 12 Apr, 2022 @ 2:06pm 
I've implemented all of your suggestions except for two in the most recent version. The two missing ones are the slick roof and access to the overgrown area. I need more time to think about how to implement them (or if I will implement them). Thank you again for these awesome suggestions, I love the new routes :)
Bro Bike 21 Apr, 2022 @ 12:32pm 
New feedback :)

https://imgur.com/a/8801dUq
Pic 1: Having the 2nd climbing hold here makes a very fluid possible route going sideway
Pic 2: It would be possible to jump from armor shards to pillar ledge to the grassy floor fluidly
Pic 3: Small box/or a props to go up and then take a ledge to throw youself on the roof

I think it was a smart idea to make it slick because it's fun and makes it less OP. Once again there are A LOT of easy trick jumps on the high grounds (will make a vid with just trick jumps on it at one point). The map is missing a Mega Health and Red Armor making it unplayable for duel. I would swap RL and plasma as having both RL and rail on high ground makes it too powerful having already rail+ high ground advantage, the plasma area however is in the lower part and in an open space, making it less powerful, one mistake mappers often make on FFA maps is puting the RL on a tight area, ppl will then take it and camp there assuring easy frags as opponents have no place to dodge while trying to grab the RL. I would swap Quad with Invisibility or make the Power Up be Quad then Invis then Quad in a loop.

Bots: They don't take the power up (quad) and often stay on a loop going up and down the mid jump pad (not really an issue if you ask me).

The map plays great, I decided to try it again one more time after playing it but this time without bots and I discovered A LOT of easy and fluid trick jumps using the roofs/pipes.

This map is an easy 10/10.

Edit: one more trick jump idea https://imgur.com/a/llCyD62
A pipe/something that we can jump in and on to get to the 50 HP
Last edited by Bro Bike; 21 Apr, 2022 @ 2:13pm
Sersch  [developer] 22 Apr, 2022 @ 7:41am 
Thank you again for your input! I've just uploaded an update that implements some of it. Watching you play the map was also really cool.

I've implemented the suggestions in pic 1 and 2[imgur.com].

I tried the box and stepping stone from pic 3. The changes did allow me to get on top of the left roof and jump on the right one, but the whole movement flow was so bad and clunky that I decided against it. It felt too uncontrollable. Even if you managed to get on the right roof, you would immediately slide down due to the slick effect. I think this could work if I turn the two roof areas on the left into balconies instead.

I've implemented this[imgur.com] and added another route to the right of the white ledge as described in the change notes. I tried removing the clips in the back as shown on your pic, but being able to stand there didn't feel fair. It's a dead end camping spot that you can't see due to the tree when you are walking through the door below it.

I've also swapped RL and Plasma as you have suggested. I think that's a nice improvement; it takes some pressure from the top and adds more importance to the hall. The new jump pad at the previous Plasma (now RL) position adds some more value to this spot.

I haven't looked into the Invisibility powerup options yet.

The bots are indeed not that smart. The weird part is that they grab the Quad in the original Quake 3 version of this map. I read years ago that there is an undocumented way using clusterportal brushes to somehow enable bots to take routes that they otherwise wouldn't, but I don't know much about that. Maybe someone on quake3world still has that knowledge.
Bro Bike 25 Apr, 2022 @ 7:31pm 
I found a funny and usefull trick from the big quad jumppad (top of jumppad) to quad ledge to top of the medium jump pad near quad.

https://imgur.com/a/EHKYf9N

Pic 1: Pillar ledge is too small for the trick, either a good idea to tighten the pillar or make the ledge bigger.
Pic 2: From stairs with enough speed it would be easy to jump on boxes and go top path.

I noticed the new path to Medkit :D

Edit: Map need Red Armor and mega Health + another amor (green or yellow) for duel mode at least :P I'm thinking the top room with trees growing inside it could be a nice easter egg with a switch to open the door or something along those lines as seen in the map Cure near RA. I'm going to ask some friends to playtest it, could be a very good duel map.
Last edited by Bro Bike; 25 Apr, 2022 @ 7:38pm
^5I^7_^5AM^1 crog 26 Apr, 2022 @ 3:28pm 
hell Ø,
sry for my awkward screenshot:
https://postimg.cc/HV24Xwt0
nades go through backface of arc
maybe this is a doublet
I didnt go through all posted issues
keep on working on this great map
Bro Bike 26 Apr, 2022 @ 4:07pm 
Thanks for the feedback friend :)
You play with a Minecraft config OMG :D
Sersch  [developer] 27 Apr, 2022 @ 1:25am 
Originally posted by Bro Bike:
Pic 1: Pillar ledge is too small for the trick, either a good idea to tighten the pillar or make the ledge bigger.
Pic 2: From stairs with enough speed it would be easy to jump on boxes and go top path.
Sounds both good, I will try it out :)

Originally posted by Bro Bike:
I'm going to ask some friends to playtest it, could be a very good duel map.
That would be really helpful. I don't play Q3/QL online at all, I just like to make maps for it and play against bots. So I have no idea about the details and tweaks that are necessary for "real" matches.

Originally posted by ^5I^7_^5AM^1 crog:
https://postimg.cc/HV24Xwt0
nades go through backface of arc
maybe this is a doublet
I didnt go through all posted issues
keep on working on this great map
Thank you! I didn't know about this one yet, I'll fix it in the next update.
It's also strange that not all of the ivy textures on your screenshot are affected by r_picmip. I'll look into that.
Bro Bike 27 Apr, 2022 @ 2:00pm 
IMO it's a good thing that not all textures are affected by r_picmip, I am in the process of making a very big and detailed Defrag map and I need to make special shaders so that r_picmip doesn't affect any textures. I really don't like to see people butcher maps with r_picmip. People use it to get a visual advantage but it's pointless to use it in Defrag and even in other mods if eveyone is forced to use 0 then everyone is on the same playing field and it's fair.

Actually with high r_picmip you "might" have better rails but that's about it, for everything else it's worth as you lose depth, and for defrag it's really bad for the same reason.
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