Announcement

Collapse
No announcement yet.

What maps do we all want?

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

  • What maps do we all want?

    As an aspiring mapper, I am curious to the types of maps this community wants. I enjoy DM maps, and in my opinion, there should be more. What do you guys want us to make?

  • #2
    I too am getting into mapping (and making dinky little trailers to go along with them). I enjoy making single play maps a lot and would like to do a collaboration with a few mappers and modders sometime.

    I think Quake needs both single player and DM maps, but Single Player maps take longer to make. It has nothing to do with the skill of the mapper, there are just more elements to consider, especially if you want to make a single player map support DM and coop as well.

    I like playing Quake multiplayer, but I think I enjoy playing new and interesting single player maps slightly more. But that's like choosing between a Lambo and a Ferrari.

    (P.S. My bday is in May so you all have like 11 months to get me a Ferrari k bye)

    Comment


    • #3
      DM maps are great, but you may want to make them FrikBot compatible or something. The MP community is not what it used to be, your DM maps probably won't see as much use. But, you never know.

      I enjoy making DM maps myself. I have a few that play tested real well with my old man 1v1 that I plan to release here soon.

      So my vote is DM. Look forward to seeing your progress!
      'Replacement Player Models' Project

      Comment


      • #4
        I enjoy single player maps that can also be played co-op. Secrets are good, but not to many annoying, clueless puzzles please.
        Last edited by xaGe; 06-19-2016, 08:42 AM.

        Comment


        • #5
          I like single player maps the most. If you are going to make a classic deathmach map though, is would gladly play it too, especially in dm4 style.

          Comment


          • #6
            Hi SB,

            For me the best DM/FFA maps have to be interesting, have multiple ways to navigate the map, be able to provide cover and thus help a variety of skill ranges, have minimal camp spots, and have some challenge to actually get a frag. If it helps I suggest Aerowalk, Basewalk, Ultrav and cleaver are probably some good examples.

            SP/Coop maps should be very explorable and have something to make players think (puzzles, buttons, keys, tec) in order to complete them. There are some excellent examples on the Rquake coop server on newyork.servequake.com:26001 if that helps

            Ohh just noticed, someone's pm'd me a map I guess that's my evening planned!


            Kind regards
            Monty
            Mr.Burns
            "Helping to keep this community friendly, helpful, and clean of spammers since 2006"
            WWW: Quake Terminus , QuakeVoid You Tube: QuakeVoid
            Servers: Quake.shmack.net, damage.servequake.com

            News: JCR's excellent ctsj_jcr map is being ported to OOT

            Comment


            • #7
              Any maps are good maps!
              sigpic

              Comment


              • #8
                I love trying out new deathmatch maps. The main problem I find, coming from a Quakeworld background at any rate, is trying to convince other players to try out new maps is often like trying to get a grumpy toddler to eat their vegetables. lol
                New single player maps always welcome though.

                Comment


                • #9
                  What if you flipped the script?

                  Make it so where the user is the map. The ranger could have something like an AI that guides him through the map and it is up to the user to kill the ranger before he gets to the exit.

                  This idea could be done with multiple levels of control. A map could start with the user placing traps and monsters with some restrictions. The game starts and it is a bit like watching a movie but, at certain way points the user can make some predictive decision that acts as a force multiplier for eliminating the ranger.
                  http://www.nextgenquake.com

                  Comment


                  • #10
                    Originally posted by MadGypsy View Post
                    What if you flipped the script?

                    Make it so where the user is the map. The ranger could have something like an AI that guides him through the map and it is up to the user to kill the ranger before he gets to the exit.

                    This idea could be done with multiple levels of control. A map could start with the user placing traps and monsters with some restrictions. The game starts and it is a bit like watching a movie but, at certain way points the user can make some predictive decision that acts as a force multiplier for eliminating the ranger.
                    You mean something a bit like Dungeon Keeper? That would be a pretty cool to see done in Quake.

                    Comment


                    • #11
                      That might be cool, but he's asking what kind of "MAPS" we want not mods.


                      Originally posted by RaggA View Post
                      You mean something a bit like Dungeon Keeper? That would be a pretty cool to see done in Quake.

                      Comment


                      • #12
                        Hey dude, all I was doing was acknowledging what MadGypsy said.

                        Comment


                        • #13
                          I answered his question. I want maps where I am the map.
                          http://www.nextgenquake.com

                          Comment

                          Working...
                          X