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Maps & Textures
2007-03-08, 19:02
Member
31 posts

Registered:
Mar 2007
Ok, maybe last 1 or 2 weeks I have been doing this map and its time for playtests. Most of the map was allready done years ago. I remade it completely and added a final touch. Hopefully it proves to be a map for a more tactical qw. Not a single game has been played so far so im looking forward to comments and possible ideas for changes. I also made a little help for people trying to learn the map (pic 3).

Textures are originally from Painkiller. I did a little something to them to make them a set. I must say qw is starting to look pretty good with those beautiful Painkiller textures and atmospheric fog.

Good values for the fog (ezquake):
fog 0.6 0.5 0.4 (default)
gl_fog 1
gl_fogstart 0
gl_fogend 6000
gl_fogsky 0

Screenshots:
http://www.saunalahti.fi/zakaa/dad1.jpg
http://www.saunalahti.fi/zakaa/dad2.jpg
http://www.saunalahti.fi/zakaa/dad3.jpg

Download with 24bit textures:
http://www.saunalahti.fi/zakaa/dad.zip
2007-03-08, 19:13
Member
23 posts

Registered:
Sep 2006
Very nice atmosphere zaka! Im impressed! I always feel myself finited to the old standard textures!
2007-03-08, 20:09
Member
805 posts

Registered:
Mar 2006
Wow, it looks great!!!
https://tinyurl.com/qwbrasil - QuakeFiles
2007-03-08, 20:15
Member
1102 posts

Registered:
Jan 2006
I want to play this next tuesday please.

edit: Jesus, 20MB? You must be kidding.
2007-03-08, 21:23
Administrator
1864 posts

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Feb 2006
thats with the 24bit textures
2007-03-08, 21:43
Member
231 posts

Registered:
Jan 2006
nice map
2007-03-09, 00:33
Administrator
1864 posts

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Feb 2006
yeah, it looks quite cool
2007-03-09, 09:06
Member
1754 posts

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Jan 2006
You have got to be kidding me, that's not _all_ the health there is right?
2007-03-09, 09:52
Member
312 posts

Registered:
Jun 2006
Wow PK-style, nice work zaka. I luv it !!!
Painkiller has the most beautiful textures that I have never seen in a game.

DM_Sacred coming soon ?

;>
2007-03-09, 10:07
Member
31 posts

Registered:
Mar 2007
Peppe: Yes theres only 2x 50 healths and mega. Im thinking it will increase the importance of tactical play. also only 10 rockets and 24 cells. can be changed ofcourse if needed, but i want some serious games first. theres couple other new ideas too. kinda weird but i have a good feeling about the gameplay beforehand.

PrimeviL: i have dm_sacred allready done for qw it just needs some work with lights and i need to decide the item placements and if i should leave the teleporters away completely. having 2 options: original and more slow/tactical. its my version of sacred, not 100% accurate remake. dont be surprised if you see it some day.
2007-03-09, 10:24
News Writer
2260 posts

Registered:
Jan 2006
hoho, this is what we need for King of Tuesday Kenya
2007-03-09, 10:30
Member
312 posts

Registered:
Jun 2006
/me <3 zaka

U're my hero :]

I think that you had a fucking great idea to have placed items like this :

http://primevil.quake-world.fr/misc/items.jpg
http://primevil.quake-world.fr/misc/items2.jpg
2007-03-09, 11:54
Administrator
1265 posts

Registered:
Jan 2006
very nice zaka. can't wait to try it.
never argue with an idiot. they'll bring you back to their level and then beat you with experience.
2007-03-10, 06:33
Member
401 posts

Registered:
Mar 2006
Excellent map. With those fog settings and 24bit textures it looks fantastic. You can gain some good speed too while bunnying around. But did I just count 5 SNGs? heh interesting idea.

UPDATE: It looks like you spawn on top of SNG almost every time. SNG as a starting weapon? I like the idea actually.
2007-03-10, 07:02
Member
401 posts

Registered:
Mar 2006
PrimeviL wrote:
/me <3 zaka

U're my hero :]

I think that you had a fucking great idea to have placed items like this :

http://quakearea.free.fr/stuff/misc/items.jpghttp://quakearea.free.fr/stuff/misc/items2.jpg

Yeah I also think it looks cool that way
2007-03-10, 10:55
Member
1026 posts

Registered:
Feb 2006
the SNG on spawn points idea is really cool
god damn hippies >_<
2007-04-02, 07:38
Member
252 posts

Registered:
Dec 2006
Thank you so much for skull Zaka! and thanks for this.
'on 120 ping i have beaten mortuary dirtbox and reload' (tm) mz adrenalin
'i watched sting once very boring and not good at all' (tm) mz adrenalin
[i]'i shoulda won all
2007-04-02, 10:21
Member
252 posts

Registered:
Dec 2006
Wow! Thats architecturally awesome, visually stunning, and strategically orgasmic. Haven't played it and can't wait, but I already know that it will be awesome (probably without any modification of items) for duel, tdm, ffa, ctf, etc. I like the spawn ssg/sng, and scarcity of health, and think this will play unlike anything we've seen before. Also the difference in timing of the lift depending on whether it was triggered from high or low is cool.

One visual thing I would alter, if you'll please excuse me suggesting something about your map 8), is the air lift chimney\flue\furnace. I would like to see it hollowed at the bottom with maybe a grate, and hollowed inward to give the illusion of it being a pipe (perhaps connected to the one at ring?). If the chimney were hollowed below ground level it wouldnt affect gameplay. Also I don't like the name .

What programs do you use to map Zaka? I have a map which I made ages ago that I'd like to finish and release.

What'a'ya'say we put this on gamearena and have some games terrorhead B)?
'on 120 ping i have beaten mortuary dirtbox and reload' (tm) mz adrenalin
'i watched sting once very boring and not good at all' (tm) mz adrenalin
[i]'i shoulda won all
2007-04-02, 14:26
Member
401 posts

Registered:
Mar 2006
Yeah np Foe it looks like a good map lets try it.
2007-04-02, 14:45
Member
80 posts

Registered:
Mar 2007
Greatness. Ill be adapting those textures to more maps..thank you for this one!
--
Bucketrevolution!
2007-04-02, 16:06
Member
252 posts

Registered:
Dec 2006
Can you please include spawns, shells, nails and the ring placement in the screenshot?
'on 120 ping i have beaten mortuary dirtbox and reload' (tm) mz adrenalin
'i watched sting once very boring and not good at all' (tm) mz adrenalin
[i]'i shoulda won all
2007-04-03, 11:29
News Writer
2260 posts

Registered:
Jan 2006
The map is in King of Tuesday Kenya 3 !!

Signups: http://www.quakeworld.nu/forum/viewtopic.php?pid=19049#p19049
2007-04-04, 16:44
Member
252 posts

Registered:
Dec 2006
One thing I anticipate is people abusing the non solid sky by jumping back and forth on those high parts to easily dodge rl fire, perhaps it would be good to make them death traps like on skull?

I am keenly awaiting demos from king of kenya.
'on 120 ping i have beaten mortuary dirtbox and reload' (tm) mz adrenalin
'i watched sting once very boring and not good at all' (tm) mz adrenalin
[i]'i shoulda won all
2007-04-04, 23:55
Member
401 posts

Registered:
Mar 2006
Foe how do we put this map on gamearena or ipgn?
2007-04-05, 15:43
Member
252 posts

Registered:
Dec 2006
i tried contacting stez, as he made those servers, but to no avail. Emailed marcus and mike about ipgn or gamespace and they have no contact either. Probably should delete your post (and this one), and use pm instead B).
'on 120 ping i have beaten mortuary dirtbox and reload' (tm) mz adrenalin
'i watched sting once very boring and not good at all' (tm) mz adrenalin
[i]'i shoulda won all
2007-04-07, 07:22
Member
31 posts

Registered:
Mar 2007
Runamok.foe: Adding some more visuals like the hollowed chimney you suggested would be nice but i'm trying not to add much more to the polygon count. Otherwise it would get unplayable for older clients. I think. Not sure about that. For mapping I use Worldcraft. Paint Shop Pro for editing textures and Wally for .wad files. The screenshot is trying to be helpfull. I left out spawns and other less important things to keep it more clear. And using (or abusing) the non solid sky is just one more small tactical thing. I like it this way.
2007-04-07, 12:22
Member
1754 posts

Registered:
Jan 2006
Actually I'm not so impressed.. it looks nice for sure and it has a totally new style
but I doubt how gameplay works on this map :/ we'll see on Tuesday I guess but still, I'm worried about possibilities on the getting away-part.
I jumped around on it, looking for ways to get somewhere else than the most obvious way, that was hard :/
2007-04-07, 16:18
Member
405 posts

Registered:
Jan 2006
Dag's playground...
<3
2007-04-08, 12:56
Member
252 posts

Registered:
Dec 2006
Peppe wrote:
Actually I'm not so impressed.. :/

Ok let us analyse, (to determine the maps potential for cowardly play 8]). The map can be considered to be two halves accessible through three paths. Each half is approximately equal value, though perhaps YA Mega Shaft side is more valuable as it can be gaurded less vulnerably (it has the observation cage 8] if you suspect your foe is camping, and want to risk not being prepared for an assault through low path, mega path or rox path), but then again entries to ra side are more visible and less dense giving more time for reaction, which leads me to my next point: the map involves a lot of wide open spaces which make weapons less threatening especially with the amount of ammo available, also with the number of windows, and structure that obscures vision it is easy to waylay or block people with shaft/sng. Collecting ammo is a necessity (we won't see too much spam happening), so that is one more reason why your opponent must retreat and get around the map, giving you ample opportunity to flee. cbf continuing... 8) kthnx good night

Thanks Zaka, what do you use to compile?
'on 120 ping i have beaten mortuary dirtbox and reload' (tm) mz adrenalin
'i watched sting once very boring and not good at all' (tm) mz adrenalin
[i]'i shoulda won all
2007-04-08, 16:07
Member
1754 posts

Registered:
Jan 2006
I didn't need schooling of the map, I just have doubts that's all.
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