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News Writer 1267 posts
Registered: Jun 2007
hehe #56 and #57 somehow you missed that i asked for that already in #47 : "Could pent die instantly for example?" anyway, i can see the fun in all situations: fall down and die instantly because youre clumsy or was shot down OR swim around and wait for pent to end OR try rjump up and get shot down again. I wonder which would make most sense in the long run tho
Member 459 posts
Registered: Mar 2008
maybe some teleporter in the lava abit long away so you had to actually lavaswim with pent and waste 10 seconds or something if you fall down. the teleporter could bring you back to the platform before the pent pillars.
News Writer 283 posts
Registered: Jan 2007
I watched the first mix demo and I think I saw someone do a pented discharge jump out of the lava... tricky situations inspire clever solutions
News Writer 1267 posts
Registered: Jun 2007
Haha thats great Darff Thats the kind of stuff one would like to see on new maps
News Writer 437 posts
Registered: Jan 2006
maybe some teleporter in the lava abit long away so you had to actually lavaswim with pent and waste 10 seconds or something if you fall down. the teleporter could bring you back to the platform before the pent pillars. Sleeped one night about it and yes i will do something like that.
Member 130 posts
Registered: Jan 2006
I'm convinced that the current item layout doesn't create interesting dynamic gameplay.
The RA area is so stacked, that the whole game revolves around controlling it. There is no reason to ever leave. You get RA, MH, RL, health, ammo. Plus best access to all powerups. Just by staying in that one room you guarantee your team a steady stream of new stacked RLs.
If you think about other 4on4 maps, there is always pressure for the controlling team to play actively and do damage. When your quad runs fail to do damage takeover is imminent, because the team not in control still holds some of the advantages on the map.
With the current item layout, you can have a huge advantage on the map, even without doing any attacking with the quad. Just go back to red and stay there.
Member 130 posts
Registered: Jan 2006
Another issue is the quad LG, since most of the time quad will have it on this map.
While it's certainly fun to run around with it and own everyone, I'm not convinced that's the best thing for the gameplay. There is a lot less skill involved in using quad LG, than say quad RL+SSG. Also it will lead to a lot of situation where you are able to kill every RL in the opposing team, which could then mean that it's too hard to mount a comeback. This is especially true since you can bunny through the map really fast. It is possible to wait for the LG for 10 seconds if necessary, sweep the map and go back to RA.
News Writer 437 posts
Registered: Jan 2006
Here is my solution to the current pent major problem: If you fall into the lava, you now have to swim all way up to the SNG. Depends on where u fall down it takes between 5-15 sec. @Medar: im not sure about this. A serious high DIV Clanwar would help so much....
Member 357 posts
Registered: Nov 2008
Anni: But make the lava deeper, like at first, so we can't just RocketJump out. "the quieter you become, the more you are able to hear"
Member 569 posts
Registered: Feb 2006
If a team controling RA+RL or a team controling YA+LG+RL cant CS vs an enemy quad+LG on this map with narrow corridors, height advantages, doors, teleporters etc.. How would it ever be possible without dm3-water area?
News Writer 1267 posts
Registered: Jun 2007
i think we need more matches to prove if medar is correct or not as anni said, some high div prac over 3-5 rounds would help to evaluate the map even more (i am aware that it takes more rounds to learn a map but it would give an indication of the value and quality of the map during a high level 4on4 game)
News Writer 437 posts
Registered: Jan 2006
Anni: But make the lava deeper, like at first, so we can't just RocketJump out. Its soooo deep you cant see the ground Seriously Its back to beta 1 deep! Currently Im working on the beta3, trying to fix the light und some small fixes.
Member 805 posts
Registered: Mar 2006
https://tinyurl.com/qwbrasil - QuakeFiles
Member 53 posts
Registered: Feb 2008
what editor are you using and is the map finished ?
News Writer 437 posts
Registered: Jan 2006
Compiled this some time ago but lost interest since EQL only played TB3 past season. I added a tube from pent to ring. Did some lightning adjustments. plz upload it to your game server and let me now so I can edit first post. MAP: q1anni-beta3LOC: Loc files
Member 53 posts
Registered: Feb 2008
I think this is a good effort and the other bay 12 map ?.I never seen these maps on xs4all ffa or any other ffa server ?.theres a good chance people might regularly play it on a server thats very active
Member 685 posts
Registered: Jul 2007
I don't know how much you know about mapping, but before you ever release a final version, do spent some time on the lightning of the map. This is probably still a 'fullbright' version, but... I'm just saying Q3dm13 was/is a very cool map indeed.
News Writer 437 posts
Registered: Jan 2006
I don't know how much you know about mapping, but before you ever release a final version, do spent some time on the lightning of the map. This is probably still a 'fullbright' version, but... I'm just saying Q3dm13 was/is a very cool map indeed. Its q3dm14 and yes I will spend some time on lightning if the map is tested and called playable.
Member 685 posts
Registered: Jul 2007
I don't know how much you know about mapping, but before you ever release a final version, do spent some time on the lightning of the map. This is probably still a 'fullbright' version, but... I'm just saying Q3dm13 was/is a very cool map indeed. Its q3dm14 and yes I will spend some time on lightning if the map is tested and called playable. Ah yes
Member 628 posts
Registered: Jan 2006
would be friggin awsome to see this map in the pool for eql !
News Writer 437 posts
Registered: Jan 2006
would be friggin awsome to see this map in the pool for eql ! yep!
News Writer 309 posts
Registered: Sep 2006
I've only had a couple of runs on the map but.... how many spawn points are there? I saw so many of them, is it ok? It seems big. Looks ok but I wouldn't place Lg next to Quad. Cells are also close to it. Are there any demos from your previous test games?
News Writer 437 posts
Registered: Jan 2006
Yes there are. All you need is here! You have to download beta1 or beta2, where beta 2 is nearly the same as beta 3. The only difference is, that beta 3 has a possibility to escape from lava, doors open faster.
News Writer 437 posts
Registered: Jan 2006
Here is an other beta release before final. Changes are: ► Removed spawns to 8 left (original it had 16) ► Removed 2 cells for LG (only 2 left now) ► Moved spawns to other positions ► Changed light to darker one ► Doors are shootable to open Map Download Lava Station Beta 6Map Locs: q1anni-beta6.locPlease add this one to your servers! So we can test if its a candidate for EQL 14
News Writer 309 posts
Registered: Sep 2006
But perhaps change the name of the map ? LavaStation would be nice (not q1annii etc..) EDIT: I cant run it - SV_Error: Program error Wtf?
News Writer 437 posts
Registered: Jan 2006
Ye Final Map will be called something like that Dunno why you have problems running it, myself has no mistakes Update: I could reproduce that error. Its because you load this map with deathmatch 0 enabled (Single Player). Because there was no sp spawn, your quake crushed. Now I added one in beta 6, so load this instead. Map Download Lava Station Beta 6Map Locs: q1anni-beta6.locServers: qw.quakeservers.net:28501 /28502 / 28503
News Writer 309 posts
Registered: Sep 2006
Yeah, that was it Good job with the lights Anni, the map looks MUCH better now. Looking forward to some mixes then!
Member 125 posts
Registered: Jan 2008
The original map name is Grim Dungeons
News Writer 437 posts
Registered: Jan 2006
The original map name is Grim Dungeons I know that, but it wont fit here, because its a base styled map. Not to forget, that its not a 100% remake. There are a lot differences to make it playable in Quakeworld.
News Writer 437 posts
Registered: Jan 2006
Here are the latest testing pracs : DEMOSIf you have any thoughts, write it down here!
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