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Re-downloaded and played it a bit. I like! fun map might have to play at bigfoot sometime soon!
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Updated with all of peg & polarite's suggestions (v 0.5).
DL link and description updated.
The one problem I see with this version, Polarite, is that there are now two yellow armours. I tend towards making the one in the lift room a green armour again.
I just now saw this. The buttons work like this:R00k said:
hmm the trigger for that trap door is sticky... trying on fitzquake might be an engine bug... is it a trigger once and it always drops that huge blade over and over?
Also that jump to LG is impossible in netQuake.
- Button that activates the guillotine is single use; once activated, the guillotine drops at regular intervals.
- Buttons for the little door at RL have a wait time of 15 seconds or so, to prevent stupid button-mashing competitions. If the door has been toggled open, it can't immediately be closed again.
The midair jump near LG in version 02 (I think) is very possible actually, you just have to strafe jump from the tip of the ramp. Tap strafe shortly before jumping, then strafe jump the other direction - same sequence as starting a bunny hop.
That jump has been made a lot easier in the recent versions though.
Similarly, jumping to the cells on the box only requires a simple strafe jump from the balcony. About as hard as jumping to the RA in DM2.
The hardest jump in v. 0.5 is probably the slope jump to the pipe. This, too, is very doable though.Last edited by golden_boy; 08-26-2013, 07:29 AM.
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Nah doesnt bother me that much , people can hide there now :-).Originally posted by golden_boy View PostHot damn, guys.
I assumed you could probably get on or behind the boards - do you want me to remove that possibility?
But when u do jump behind those boards then its kinda hard to get out again.
Yea I know , only using glpro without the lit file.Originally posted by golden_boy View Postby the way, your screenshots seem odd - there ARE textures on the walls, and the floor should look a lot darker. It also seems that your engine is not displaying the coloured light. :-s
I downloaded the map directly from bigfoot with the engine.
It looks alot better with the DirectQ engine and also on my android device CX-919 using Darkplaces.
I'm very happy that people still build quake1 maps because we love those custom maps here on the Bigfoot server.
When the map is finished we could test it out on the next FFA Fun Tournament.(Number 10)
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Hot damn, guys.
Some crazy stuff in there.
I'd never have thought you could jump to the pipe from RL. I also had no idea you can walk in mid air at the quad board - that is some kind of bug. I assumed you could probably get on or behind the boards - do you want me to remove that possibility?
I'll sit down and make the changes you suggested. I'm not sure if it's possible to place items in mid air in vanilla quake though? I might have to ask the map hackers at func_ about this.
Thanks for the in depth testing. Very helpful. New version soon!
by the way, your screenshots seem odd - there ARE textures on the walls, and the floor should look a lot darker. It also seems that your engine is not displaying the coloured light. :-s
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Tested the map out on bigfoot with =peg= .
I also played it a bit with bots.
First of all this map is really fun to play on !
Some items could be placed a bit better.
Will there be textures added in the final release ?
"Here are some suggestions from me and peg."
Red armor+Rocket launcher+mega health+quad in 1 room is a bad idea. ↓

Maybe switch green armor with yellow armor here.↓

Red armor here mid air would be nice.
You have to jump across to get it.↓

Maybe some ramp here to jump to the tube. ↓

Maybe make this a bit lower so u can run under it.
Maybe place double shotgun there. ↓

Maybe make this a bit steeper so u can jump to the boxes or the tube ahead. ↓

This jump works , its a bit hard but it works ;-) ↓


I could walk here mid air at the quad board. ↓

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I've uploaded the map to bigfoot.quake1.net (as greybox_wip01.bsp) so people can check it out on the EuroQuake server.
(it should auto-download for most clients, else click the link above).
Connect to EuroQuake: connect bigfoot.quake1.net
To vote for the map, say (press "t" or use "say" in console):!map greybox_wip01
I'll post some feedback as soon as I've had the chance to play it a bit
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Baker :
But on point. I'll take a look, but I don't really play much quake outside of the base content of Q1. Though I love the screenshots shown. So I think I'll enjoy it.
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New version is up (v 0.4) with red armour, double sided teleporter, easier shaft access, and bot improvements.
Map message (displayed when pressing TAB) shows version number now.
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goldenboy is a producer of great unique content, everyone recognizes this and he keeps going to the plate to deliver the kind of experiences that only happen in the Quake community. So much so that some of the more traditional types get upset with him at Func --- mostly people that aren't making any works for Quake but now I am going astray ...
[One opinion --- a "has been" opinion, for sure. Right? That's right, ain't it? Yes! Exactly. And this guy was a driving force of Remake Quake. Quick ... ban me. Oh wait ... I only have time to post maybe one day a week so nevermind. I'm like Mark, but with far less opportunity!!!!! Bank it!! Cya 2 weeks from now or something, but yeah gb always puts out THE good stuff ... ]Last edited by Baker; 08-21-2013, 08:40 PM.
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Frikbot waypoints added, and .map source for the curious.
This is worth a thought. Next version might have another teleporter and a 9th spawn spot.as a twist of strategy make the backside of the teleports lead to another destination.
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