Announcement

Collapse
No announcement yet.

Testers needed for FFA map

Collapse
X
  • Filter
  • Time
  • Show
Clear All
new posts

  • R00k
    replied
    as a twist of strategy make the backside of the teleports lead to another destination.

    Leave a comment:


  • MadGypsy
    replied
    The only reason I haven't tested this for you, Is I doubt I would have anything to add. I don't play Quake and you are already a better mapper than me.

    My opinion on your map: "The thumbs are 2 pixels too short."

    Leave a comment:


  • R00k
    replied
    Sweet, played it for about 30 minutes vs frikbots. Like the new changes... this map keeps me running!

    Leave a comment:


  • golden_boy
    replied
    Version 0.2 is up. Updated link and description in the OP. Has 8 spawn spots now.

    I created Frikbot waypoints today, but had problems dumping them to a .way file with FTE. I still have the waypoints, but the dumpfile requires manual cleaning. Should arrive about tomorrow.

    Leave a comment:


  • R00k
    replied
    Ouch, lol tried to play the map with frikbots just to test shooting opponents, that single spawnpoint racked up >500 telefrags in less than 10 seconds

    Usually maps without RL/lg (like dm1) only have ga/ya...

    maybe that green armor under GL could be red. or swap the GL for RA then put the GL where the GA is next to that platform, (which kills me 30% of the time im on it or walking past it )

    Or maybe (RA) on the floor of the middle area, behind the creates, in that dark corner? As i would think there would be much vulnerability at the bottom since all the good weapons are higher.
    Last edited by R00k; 08-20-2013, 10:33 AM.

    Leave a comment:


  • golden_boy
    replied
    Looks like the lift spawns at 0,0,0 and moves to the first path_corner a few frames later. I seem to remember that's actually normal behaviour for all trains.

    The nails on the box: that box (crate) is intended as some cover for someone who's around the YA, assuming someone shoots rockets through the door. This forces the rocket dude to actually enter the room. It's a fair point though, I might put cells on it instead of nails. Shaft ammo is pretty desirable, right.

    About red armour: Where would you put it? I don't want to put red armour in the rocket launcher room, that would make the RL area too camp-able - it already has Mega and Quad (although as soon as you take Quad you're teleported out of the RL room).

    Perhaps substitute a red armour for the yellow one? I'd like to hear more opinions on this though.

    Leave a comment:


  • R00k
    replied
    Playing thru, (from singleplayer spawn hmm should have set deathmatch 1)

    but anyways that NAILBOX on that Box that u have to jump to, that should be for Yellow armor, all that effort for nails is useless.

    (editing, as i play thru)... brb

    looks good, hmm maybe some red armor?

    oddly though, that origin for that lift (the one that goes up and down by itself) shows up here where im standing (0,0,0)
    not sure if thats just normal or what....



    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.


    seems like an interesting map though, it feels like a winding one way staircase.. i feel like a mouse eating crumbs of cheese as i traverse. IMHO FFa is a game of shuck and jive, taking shortcuts thru multiple avenues to gain weapons, while dodging bullets. linear progression only allows 1 at the top of the map to have all the weapons, and thus camp at the top... :/

    I like the wooden planks for the catwalk very creative.
    Last edited by R00k; 08-20-2013, 12:56 AM.

    Leave a comment:


  • Cobalt
    replied
    Most base style maps are heavy on the liquid...IE: Slime and water. I did a remix of E1M1 where I put in more exploboxes in the slime and gave them the EF_BRIGHTFIELD effect, (effects 1) which makes them look fittingly radioactive. Slime might be an interesting to add to the map. Since E1M1 and E3M1 theres not been many maps with deep slime where you need the biosuit per say. This map looks like a small DM map so might not be big enough for that. The exploboxes can be used to damage a player if you shoot it nearby them, so it has kinda some usefulness. You could also put in some func_walls that have a health and seperate some hidden parts of the map from each other, and assign their .th_die as barrel_explode, then they would blow up like the exploboxes. On that note, you dont seem to have any secret doors or trigger fields that light up an area or whatever - could be a possibility.


    Originally posted by golden_boy View Post
    Cobalt; yeah a base style, or something like concrete (hmm, Rubicon?) is what I had in mind. Do exploboxes make sense in an FFA map? I'm not sure, what do the pros say about this? An explobox next to the rocket launcher maybe? Solid sky is a bug, thanks for mentioning it.

    Leave a comment:


  • Mom
    replied
    Originally posted by Planetnine
    Wow interesting map... There was a command in quake that would almost do that exact same thing... It turned everything white, no textures, no lines. Just white objects and normal colored players running around.
    This works with Qrack

    gl_textureless "1"

    Leave a comment:


  • golden_boy
    replied
    Panetnine; yeah, I remember Quake with all white textures. I forgot what command it was, too. This map uses actual textures with the grey colours from the Quake palette though - I wanted to try what's called a "greybox" approach to layout a map, where you literally build it with no textures / grey textures in order to fully concentrate on shapes etc.

    These aren't the final textures

    Mad Gypsy: The grid that's visible is 64 units practically everywhere, ie one square is roughly the height of a player or a crate. Thus the map is not small. The main atrium is bigger than DM4's, but not too big I hope. I did this because most Q1 textures are 64x64 and thus it's very easy to replace the grey ones. The black blocks are indeed teleporters that float just a bit above the ground.

    Cobalt; yeah a base style, or something like concrete (hmm, Rubicon?) is what I had in mind. Do exploboxes make sense in an FFA map? I'm not sure, what do the pros say about this? An explobox next to the rocket launcher maybe? Solid sky is a bug, thanks for mentioning it.

    damage_inc, good point, I will add Frikbot waypoints ASAP!

    I was hoping for some comments regarding the placement of weapons and armour, mostly. They can be switched around if needed, since this map is still in alpha

    Right now the rocket launcher is on one side, while the YA is on the other, and the shaft and SNG are in the main atrium. A GL is at the top of a three-storey lift room off of the main atrium.

    Are the jumps to the megahealth and to the shaft too difficult?

    Leave a comment:


  • damage_inc
    replied
    I tested it, seemed really cool but with no bots, I haven't used 'em in a long time, it's hard for me to comment on item placement Sorry gb

    I really really really like your style though BTW... SJ... ahhhhhhhhhhhhhh, how's it coming? Hrmmm... reading your blog right now....

    Leave a comment:


  • Spike
    replied
    madgypsy, if you mean the teleporter, then its infront of the wall - those extra 4qu you see are likely due to perspective.

    Leave a comment:


  • Cobalt
    replied
    The sky is solid? Hard to determine item placemement without textures. Could pass as a base style map maybe? An explobox here and there?

    Leave a comment:


  • MadGypsy
    replied
    hmmmm, that grid looks 32 to me. I noticed that your doors fall on some weird grid units. For instance in the third picture it looks like either 68 or 72 (tall). I'm just curious if there is a reason for that? And I mean beyond simply breaking up some power of 2 uniformity.

    Leave a comment:

Working...
X