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Maps & Textures
2010-02-16, 20:28
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
Chosen
2010-02-16, 22:17
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.
2010-02-17, 10:25
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
2010-02-17, 10:33
News Writer
1267 posts

Registered:
Jun 2007
Haha thats great Darff
Thats the kind of stuff one would like to see on new maps
Chosen
2010-02-17, 16:12
News Writer
437 posts

Registered:
Jan 2006
Rikoll wrote:
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.
2010-02-17, 16:43
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.
2010-02-17, 16:57
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.
2010-02-17, 18:18
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.

http://www.qwscene.net/files/mapping/lava9.jpg


@Medar: im not sure about this. A serious high DIV Clanwar would help so much....
2010-02-17, 21:09
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"
2010-02-18, 07:41
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?
2010-02-18, 08:53
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)
Chosen
2010-02-18, 16:45
News Writer
437 posts

Registered:
Jan 2006
time! wrote:
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.
2010-02-20, 01:15
Member
805 posts

Registered:
Mar 2006
my humble suggestions:

http://lh4.ggpht.com/_LBm8P_h87II/S38MuHKsrsI/AAAAAAAAAZk/juc6aoUmP7Q/s512/betamap.jpg
https://tinyurl.com/qwbrasil - QuakeFiles
2010-04-07, 20:32
Member
53 posts

Registered:
Feb 2008
what editor are you using and is the map finished ?
2010-08-11, 18:21
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-beta3
LOC: Loc files
http://www.qwscene.net/files/mapping/lava9.jpg
2010-08-12, 17:38
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
2010-08-12, 21:54
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.
2010-08-14, 09:42
News Writer
437 posts

Registered:
Jan 2006
megalodon wrote:
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.
2010-08-14, 23:53
Member
685 posts

Registered:
Jul 2007
anni wrote:
megalodon wrote:
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
2010-08-15, 05:14
Member
628 posts

Registered:
Jan 2006
would be friggin awsome to see this map in the pool for eql !
2011-07-06, 14:20
News Writer
437 posts

Registered:
Jan 2006
phrenic wrote:
would be friggin awsome to see this map in the pool for eql !

yep!
2011-07-07, 12:41
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?
2011-07-07, 14:54
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.
2011-07-09, 17:37
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 6
Map Locs: q1anni-beta6.loc

Please add this one to your servers! So we can test if its a candidate for EQL 14
2011-07-09, 18:58
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?
2011-07-10, 05:24
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 6
Map Locs: q1anni-beta6.loc

Servers: qw.quakeservers.net:28501 /28502 / 28503
2011-07-10, 09:01
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!
2011-07-10, 10:20
Member
125 posts

Registered:
Jan 2008
The original map name is Grim Dungeons
2011-07-10, 12:04
News Writer
437 posts

Registered:
Jan 2006
riosatiy wrote:
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.
2011-07-11, 19:45
News Writer
437 posts

Registered:
Jan 2006
Here are the latest testing pracs : DEMOS

If you have any thoughts, write it down here!
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