T H E 6 T H F L O O R

Life in 6 Land

“That level looks old!”

I was just reminiscing using the “way back machine” perusing the news I wrote while I was the Head Monkey at the AQMD (Action Quake Map Depot) back in 1999-2000. I can still remember receiving the e-mail from Death Magnet telling me he was stepping down and was handing the “reins of power” over to me. LOL.

While I cannot find the exact day, I still vividly remember the day I stepped down from the AQMD because I felt I was not fulfilling my position as the Head Monkey and my interests were moving to Quake III, in search of the “next action.” That turned out to be Urban Terror and my time and work at the AQMD became history.

A part of me wanted to leave the AQMD because the Quake 2 engine was getting dated and levels were looking old. Even new levels were retreads of old ideas and very few level designers were bringing something new to the table in terms of development. I guess I can’t fault them, but why anyone would spend months working on a level that will be tossed in an ever growing pile of already “official” AQ2 levels was beyond me. I guess each individual had their reasons.

Just the other day I had an ill feeling when I looked at some new images of a level in development for Urban Terror. Just like the day I left the AQMD, that feel returned, when the first thought was “that level looks old.” Now, I know the Quake III engine is dated, just as Urban Terror is. But even with this engine it is possible to up the level of quality before releasing a level.

Some level designers have stated they won’t spend the time taking their level to the proverbial, “next level” for numerous reasons. First, it’s too much work. Okay, I’ll give you that reason, to a point. Level design and development is nothing but work. Why half ass your work? Part of level development is improving and learning, working with techniques that will improve your skills and level. I don’t understand releasing a level that looks like it’s from 2000, when it’s 2008.

Second, there is always a chance your level will not be played. The reasons vary; FPS, poor layout or game play, or those asshats who just say, “it sucks” without reason, just to name a few. While many level designers understand this before diving head first into their levels, some don’t. After spending months and months, possibly even years on a level that last thing you want it no one playing your level. But to admit defeat before you even start is setting yourself up for failure.

I know the “basics” of level design, but I am no expert when it comes to what some in the Urban Terror Community create. I will cite INVIS, who is a consummate professional, maybe too much so when it comes to his levels. He understands level design from the inside out, knows the elements and how to construct them to create a successful and good looking level. WetWired was another Urban Terror level designer who was able to accomplish the same thing.

These are just two examples, but they worked at a different level than most other level designers. Their time, effort and persistence usually paid off. While I don’t mean to characterize other level designers as failures, I would like them to take a look at what levels have all the elements that make up a successful level. Above all other is game play, but this isn’t something that “just happens” this is something that is planned from day one. You can’t happen upon game play, you must create it.

While game play does reign supreme and is the foundation on which to build, you cannot ignore the other factors when level designing. I am hoping that some level designers understand what makes the good levels good and try to learn why another level not so good. Don’t only push the Quake III engine, but push yourself to rise above the mediocrity we see creeping into the levels that are played in Urban Terror.

Changes in the Wind

There has been a small union between Urban Terror and The 6th Floor. I will now supply the 6th Floor Poll on the main page. Kinda cool. Next, I want to say thanks to everyone who has made this site quite popular. As the counter reads, I finally surpassed 50,000 hits! I guess we can call that a milestone. One on which I am going to build on.As for the changes. I may or may not keep the Action Quake 2 information available here. I am going to convert this over to an Urban Terror map site. There will be a plethora of things for mappers and those interested in Urban Terror. Although I will not be giving away development team secrets, I feel I can be more myself here. As for the information I have on AQ2, I will turn the reviews over the AQMD. This transition may not happen overnight, but I expect to follow through with this plan.The recent news on Urban Terror, well there still has been no beta released. Although Preacher has put a call out for some help:

“Silicon Ice Development, makers of Urban Terror is in need of more animators!!! Nobody quit or was removed from the team or anything like that. The simple fact is our animators are over worked. This in no way, shape or form will effect our beta release. BUT! We would like to have as much done as possible before our release. So if you have some skills animating models, and you really know your stuff. E-mail us as soon as possible. Please have some work ready for us to review.” So if you are good at what you do or your name is Paul Steed, then contact us and we will review your work. Unless your name is Paul Steed, then you are “in” with the development team =)

WTF? Where are the New Reviews?

The new reviews have all been put on hold until the new 6th Floor is up and running. Any reviews I do now, will not make the grade for the upcoming and improved 6th Floor. If you would like opinions or comments on maps, just email me. I will also be posting comments over at AQMD, with a few here at this site. The new site, with new review format is coming along. I feel it will provide the players and mapper with much more information, as opposed to how I currently review. Along with reviews, which we shall call “good”, will come the “bad and the ugly.” Although we will not dwell on these maps, but there will be comments on them. Please check out some of the new maps, as they look great. I love those photo realistic textures. More news to follow…

A New Map at the LAN

Although the map riot2 by Ellusion is still currently in its beta2 stage, the map is very impressive, both from a aesthetics standpoint and game play. I was permitted to beta test it this last weekend at the Netzwerk Terror LAN, with the help of 17 of my closest friends. When was the last time you play Action with 18 total players? It was great fun and full of non-stop fragging.

Riot2 is the follow up to one of the most successful unofficial maps I have ever played. This map, as I am sure some of you are aware, is not available here, at AQMD, because it was never submitted. It was available The Mapzone, but it seems the file is listed, but the map is not on the server. I had a chance to play his follow-up map, currently called Riot2b2 (b2 as in beta2). There were a few minor changes from the beta1 version, which fixed a few visual inaccuracies and a few spots which made for prime sniper spots.

This new map he has created is not nearly the size of his original release, but that does not affect the game play. We started out with 9v9, all weapons represented (that was a first)! The play depicts a city layout similar to the initial release. The streets twist and wind through back alleys and buildings. There are even a few elevated areas scattered through a few buildings, none of which really give a sniper much of advantage, due to the lack of objects to hide behind.

There are many “landmarks” in which to learn the city, such an bar, fast food restaurant, import & export warehouse, recording studio, weapons shop, post office (closed due to robbery), newsstand and a subway (looks great and includes a moving subway car).

In my opinion, this map ranks, more then his first release, Riot in the upper echelon of maps released. Hopefully, it will make it to the Test Matrix after a bit more beta testing. Keep an eye out for this one! I’ll keep you posted as to the status of it. If you are curious where Riot falls in according to The CLQ, it comes in 21st, with 64,190 minutes played and 18,299 frags.

A Big Thanks

First, I would like to thank a few people for keeping my little web experiment going. Mikey at Action World, [MM]THX at Action Quake Forever and Death Magnet at AQMD for their time in trying to keep you, the players updated as to the whereabouts of The 6th Floor. It has been a rough and ugly month, but it looks like troubles are now behind me. It is now official and I do not expect to see any sort of response from the party who has control of the server in Scandinavia. This has been confirmed by another source. No big lose, it will take some time to win back a few supporters of the site.

I know I keep talking about big changes taking place. There are many in the works, such as a new and improved look of the site, better navigation and better quality of reviews. I have been working with a second party about revising the map reviews. It is actually an interesting idea when it was proposed to me, and it makes quite a bit of sense. After I we draw up the specifics, I will share them with you. All of this is leading to a better 6th Floor to server you, the Action gaming public. Because, isn’t that why I am here?

Onto the new maps…there have been a good amount or releases lately. Since I have been unable to really do much in the way of daily updates and notes on maps, I have been spending much more time playing and fine tuning my sniping skill (all my clan members quit your snickering). From Jesper Myrfors comes three maps, all of which offer up some excellent texturing. There is something to be said about photo-realistic textures. His released maps are: alley1, alley2 and hwy666. Check out this screen shot from alley1. Some of the best texturing I have seen to date.

From Squirrel comes his follow up map to Loveboat called temple. This map transports you into a Indiana Jones type movie setting and as Death Magnet mentions feels a bit like jungle1. The other releases include snakesmap by _Solidsnake and camel by Joost van der Velde and Nick van Ginkel, known as The Riddler and Mindmaker.