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 Post subject: **FINAL BETA** q3chaosdm3 - Psychophobia
PostPosted: Sun Nov 12, 2006 4:47 am 
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Joined: Fri Feb 29, 2008 10:44 pm
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Location: Derry, NH
Ok, this is the final beta. I have a few nit picks that I intend to fix before releasing the map as final, but this should be fairly close to what to expect from the release. I'm hoping that if there are any bugs I missed or any problems that people find with the map, that I can get them all taken care of before the final release.

Known Issues:
missing texture / NULL - easy fix
duplicate planes error - will be fixed. (help?)
tidy up shader/texture folders - will be addressed for final release

Other then that, I know the lighting is still kind of ass. I'll do my best, but not sure how much better it will be for final.

Changes:
Item placement changed again. Much better now IMO
removed quad
removed a shotgun
tons of tweaks here and there...too many to list
bots play better now
arena file included

This version definitely plays much better then the last 2 betas.

SCREENSHOTS:
http://www.burial-grounds.com/shot0134.jpg
http://www.burial-grounds.com/shot0135.jpg
http://www.burial-grounds.com/shot0136.jpg
http://www.burial-grounds.com/shot0137.jpg
http://www.burial-grounds.com/shot0138.jpg
http://www.burial-grounds.com/shot0139.jpg
http://www.burial-grounds.com/shot0140.jpg

DOWNLOAD:
http://www.burial-grounds.com/q3chaosdm3_b3.zip

This will likely be my last map, so I hope to make it a worthy release. Any feedback that will make that a reality would be very much appreciated.

Thanks!
Oh, and as always, you can play this on the burial-grounds server: 72.71.252.118:27960

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PostPosted: Mon Nov 13, 2006 2:09 am 
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Very Nice!!! Great Job. Looks ready. Congrats Boss !lol

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PostPosted: Mon Nov 13, 2006 3:12 pm 
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Posts: 521
Nice, I think this is much better.

I think you should replace the YA and the PG in the PG room. This will make a YA more accessible to players on lower levels - and create better opportunities to fight over it. Also, there is a big height advantage in q3 - so the dominant player(s) tend to hold the higher ground. You should make them sacrifice position to get the good items (like you have with the others).

I love the MH area - its about perfect. I would personally have liked to see the LG and SG change spots. I think that the ledge over the slime would be a great spot for LG. I think you probably didnt want to put a strong wep like that so close to the MH, but I think it would actually work well.

I would still like to see a drop down behind the RA. I know its a pain to cut up all the architecture that you have been working on, but I think its at least worth a try.

Other than that I think its great! I'll keep my eye on the server to see if I can play some actual ppl on it :)

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PostPosted: Tue Nov 14, 2006 3:08 am 
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Storm,
Hm, I see what you're saying about the YA/PG room. It's a tough call though, due to the layout of the other RA/YA... Not to mention that there really isnt any weapons on that level, except for the GL.....

I'd like to experiment swaping the LG/SG locations, but as you stated, the MH so close by might make it too powerful. However, I'm considering changing the MH spawntime, so it may not make too much of a difference. It will also make it more difficult to run the RG/LG combo if the LG is in that lower level.

I considered the drop down from the RG location, but I think i've swayed my own opinion against it. Mainly, i'm so done with this map that I cant imagine doing too much more structurally. However I also thought that it would make it just that much more easy for someone to get it. Right now you kind of have to have your back to the two entrances in the room in order to jump to the RA. Requires a little risk to get the reward. It's a vulnerable position, but it's also the best item in the game. I dunno...maybe I'll reconsider before final...

Thanks for the feedback, mucho appreciated.

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