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Member 151 posts
Registered: Feb 2006
Hey guys. Got a new map on the way, and thought some of you might want to give me a hand testing it out. Mostly interested in balance issues, etc, but any bugs you can find are helpful. Just gonna paste the readme; Unnamed QW map project.
Aimed at 1on1/2on2 gameplay.
Item list: 2 RL 1 GL 1 SSG 1 RA 1 YA 1 GA 1 Quad 1 Mega
Give it a try and let me know what you think.
The problem with some textures is known, and is being resolved.
Also, there will 24-bit versions of the textures available on release. Oh, and here's a screenshot if you want a sneakpeek (slightly outdated though): http://www.pici.se/126956/ Downloading: Here's the file (including .lit if you wanna use it): ftp://maps@dakoth.ath.cx/dakdm4b.rar (no password, just click ok) If that link is dead, it means I'm in linux. If so, my apache server should be up, so you can grab them from: http://dakoth.ath.cx/maps/dakdm4/dakdm4b.rar or http://dakoth.ath.cx/maps/dakdm4/ if you'd like to DL files separately. Thanks to Flintheart for the loc - go ahead and grab his full loc package (link lower on page). Thanks to Sassa for some mirrors; http://roz.bookieroz.com/temp/dakdm4b.rar http://roz.bookieroz.com/temp/dakdm4b.bsp
Administrator 1864 posts
Registered: Feb 2006
OMG! i love those "in the floor" teleporters!
Member 950 posts
Registered: Apr 2006
Whoa, nice work. I like all the little ledges and general ambiance. gg!
Member 1026 posts
Registered: Feb 2006
map looks stunning even without 24 bits textures! it is made of so much win! good job post it @ http://www.celephais.net/board/news.php too so mapping enthusiast can check it out too
News Writer 2260 posts
Registered: Jan 2006
uploaded it here aswell @ http://roz.bookieroz.com/temp/dakdm4b.rar
News Writer 2260 posts
Registered: Jan 2006
the map looks very very good! just tell me when you wanna try it out in KTK! you got 1 chance to do so
News Writer 2260 posts
Registered: Jan 2006
here is a link for server admins so they can put the map online (rar sux)
http://roz.bookieroz.com/temp/dakdm4b.bsp
Member 628 posts
Registered: Jan 2006
It's just a "b" - beta map, and you guys starts uploading it everywhere But hey, i liked the map! - feels kinda lika a pk map
Member 1026 posts
Registered: Feb 2006
feels more like a CPM map
Member 23 posts
Registered: Jan 2007
yea. map is pretty cool man.
Member 1102 posts
Registered: Jan 2006
Sexy textures! Where are those from? The lighting is quite dark, will need some more work. I haven't played it yet but I really want to. -Please name the readme.txt dakdm4b.txt (or dakdm4.txt then) so people can extract it to their map folder without overwriting any file. here is a link for server admins so they can put the map online (rar sux)
http://roz.bookieroz.com/temp/dakdm4b.bsp If a server admin is too stupid to unrar (ok, maybe better use zip) a file then ... Please stop ripping bsp+txt apart and distribute the mapper's original release, goddammit!
Member 258 posts
Registered: Feb 2006
Very nice map indeed! If it were little bigger it would make a great map for FFA and FTK too. Maybe expand it to somewhere those stairs near megahealth and the tele just around the corner of the stairs?
Member 56 posts
Registered: Jan 2006
Is the map on any servers? I'd love to try some games on it.
Member 151 posts
Registered: Feb 2006
Thanks for the feedback guys Gonna try to respond to some of the questions, etc. 1) I renamed the .txt to dakdm4b.txt as requested. 2) Sassa told me late last night that it had been added to easy/soumicom. 3) The 'b' part doesn't actually stand for 'beta', it's just the second edition of the map (the first edition was flatter, bigger, more spread out). But it is still a beta - though dakdm4c might be too 4) I'm hoping people can find some localhosts to play a few games on - just to get the feel of armors, weapons, ammo and health placement. They were done rather hastily, and I haven't had the time to test them out myself yet. Still, sassa went ahead and pushed them on easy/soumi, so use those servers if you can/want 5) Hmm, griffin told me he thought it was dark too. I'll agree that there are one or two places that are light-free, but I very nearly have light entities all over the place. I could try raising the worldlight value from 25 to 50, but I doubt it'll make much difference. Can you take a screenshot of one or two places where you think it's darkest, and I might be able to find another solution? I dug around some in my archives and found that I'm using a textureset named TECH1SOC, by Sock. He will obviously be credited for his work in the final readme/release
Member 171 posts
Registered: Jan 2006
.over.and.out.ten.four.roger.that.affirmative.
Member 151 posts
Registered: Feb 2006
Would be great flint
Member 1011 posts
Registered: Feb 2006
I dug around some in my archives and found that I'm using a textureset named TECH1SOC, by Sock. He will obviously be credited for his work in the final readme/release I think he actually reworked improved a lot of those textures into his 'Techno' pack, which supersedes the old ones from ~2001 :-) http://www.simonoc.com/pages/materials/tptechno/index.htm
News Writer 2260 posts
Registered: Jan 2006
Is the map on any servers? I'd love to try some games on it. eizid, since Im the cancer of QW i can tell you that its on suomicom and easy, hopefully on molgrums soon aswell, u piece of shit!
Member 56 posts
Registered: Jan 2006
Is the map on any servers? I'd love to try some games on it. eizid, since Im the cancer of QW i can tell you that its on suomicom and easy, hopefully on molgrums soon aswell, u piece of shit! As out of line and topic that statement is, thanks... I guess. You really don't need to remind me of my good quote in every post that you direct to me. The whole quote is just a joke that few of my mates thought was funny but obviously you take it right to the heart.
Member 151 posts
Registered: Feb 2006
Had a very quick game late last night, turned out RA was slightly overpowered in it's current location. Since the map is so small on the x-y plane, you can basically hear where anyone is spawning (much like DM4 - but the RA on DM4 is kinda out of the way). Keeping pressure on the "dying" team becomes too easy with RA so easily accessible. Though it might've just been me knowing the map like my back pocket, but still, would like to hear what others think about possibly replacing RA with another YA (or something along those lines).
I've even considered removing quad, moving mega up to that shelf, and inserting a shaft somewhere on the lower reaches of the map, with limited cells around, to help the "dying" team to easier get map control back.
Anyway, like I said, a very quick game (only a few minutes) - any more feedback is much appreciated.
Member 126 posts
Registered: Jun 2007
Just uploaded it on xs4all, should work in a bit on our servers. clanwars.x4all.nl and port 28501-28504 Also added the latest version of travelert5 from voodoochopsticks
Member 151 posts
Registered: Feb 2006
Thanks marshall To also update my earlier request for screenshots of dark places; I took care of the lighting problem. Next version should be much brighter in dark areas while retaining the same brightness in those areas that were light before. Sample comparison screenshots below: Before: http://www.pici.se/130947/ After: http://www.pici.se/130948/
Member 171 posts
Registered: Jan 2006
Loc file: http://web.telia.com/~u46505083/Quake/qw_locs.zip I do the official loc files for ezquake+ktx so just d/l these and put them in quake/qw/locs and overwrite your existing ones, these are the absolutly latest ones .over.and.out.ten.four.roger.that.affirmative.
Member 119 posts
Registered: Mar 2007
nice one.... been looking for new locs , thanx I will either find a way or make one !
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