"Kara" Duel [ALPHA]
Kara by Pat Howard
Status: ALPHA 1
Gametypes: Tourney, Free For All
Recommended Players: 2-5
After watching Quantic Dream's short film, "Kara", I got inspired to take a little break from my current project "Hydra" and create a new tourney layout. Gameplay-wise, I was inspired by Lost World, Toxicity, and Blood Run, in that order. I wanted to improve on my ability to make interesting connections between 3-4 rooms and create trick jumps by making lots of small changes in elevation. I also tried to incorporate more cover than in my previous maps. Note: Kara is just a working title.
The item loadout is standard Q3 duel, RA, MH, 2xYA. In FFA the high YA changes to a regen. The map should play fine in both modes but I'm really just looking for feedback on the duel gameplay at this point. The map has already been in testing over at Q3World for a while, but I thought some people here might want to help out as well. I'd appreciate it if anyone can find the time.
- lengthened mid-level path between RA and MH rooms and added a drop down to the RG
- added holes under high YA bridge
- turned high YA into regen for FFA/TDM modes
- made water deeper right under RA
- pushed back tele behind RL
- made MH spot tighter
- pushed back MH
- improved crate double jumps
- no item changes, just dramatically improved bot gameplay by botclipping stairs, placing botroams on armors, and making a few bot-specific spawns.
- fixed missing texture issue on sky above 50H
- better lighting
- changed RA tele destination to make it less exploitable
- pushed back mid junction tele destination
- expanded RL hallway
- expanded RA tele hall
- first release
Last edited by pathy; 04-06-2015 at 04:27 PM.
Can anyone try the map? I can't.
oops! i put the wrong link up. should work now.
unfortunately one of the stock q3 textures i used on the stairs appears to be missing in QL. sorry about that.
That's funny, the 'high YA' don't show up actually and I was about to suggest you to add one more YA or GA exactly there, until I saw the bird's eye view of the map.
I think that's a pretty good map. Not small but still fast thanks to the good flow. More health probably wouldn't hurt, but maybe it's fine as it is, can't really say.
That teleporter aera looks like a key camping spot for the leading player; safe, close to RA and watching MH:
So I'd suggest to add one of these things:
Perhaps even here if you break down that wall a bit:
So that the 'safe camping spot' would be a bit less safe.
Adding stairs à la Sinister would help to move quietly around the map:
At least on those 3:
An opening in that wall would help a bit the player waiting for the RA to defend himself:
thanks for checking out my map. i'm glad you liked it. your suggestions are cool and they would be really easy to incorporate. i've actually thought about putting a grate over the RL. the only reason i was reluctant to do it is because it would hurt performance. i guess that's not too big of a deal though. i'm not really planning to go "all out" with polys on this map.
so far nobody has suggested any big structural changes so i guess i got it right the first time around. phew!
edit: just tried the grate on the high ledge over RA and i didn't like how it allowed camping over the tele exit. will add most of the other stuff though.
Last edited by pathy; 04-09-2015 at 07:31 PM.
ye i played it a bit without bots and looks like a fast pase fun map to me: movement around is pretty nice. elements and angles reminds me of bloodrun. i dont know about the mega situation but red and espacially the yello with rail i really like. you should definitely finish it
thank you. i agree, i always felt like the MH room could use a little more cover or something, but the battles turn out to be pretty fun around those poles. will post screenshots as soon as i have something presentable.
Looking good, keep it up.
okay, the first screenshots are ready. the theme i am going with here is an old abandoned factory being overgrown by nature. i was inspired by helder pinto's post apocalyptic scene, and also the photography on dubtown.de, particularly this album of an old ammonia factory. i'm thinking about naming the map "trespass", because i want to evoke a feeling that the players shouldn't be snooping around in this abandoned, possibly dangerous place.
thoughts? feedback welcome on anything.
p.s. BIG THANKS to all the awesome artists who created the assets that went into this map. although i've heavily edited the textures, the majority of these assets were created by hipshot, sock, and phantazm11, so big thanks goes to them. most of the rest were created by using photosources from cgtextures.com (tip: if you want your map to look beast, only use stuff that was created by the best artists.)
Last edited by pathy; 04-29-2015 at 12:05 AM.
Trespass is the perfect name for that map.