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Member 54 posts
Registered: Jul 2006
Bps and plupp has made a new map. Cargo Bay 12. As you might notice it is BETA so items are being tested and rearranged for balance purposes. But for that to happend we need feedback from players. The mapThe locs (creds to flinta) and please search for the easter egg on the map
Member 156 posts
Registered: Mar 2007
Nice, I love this sort of theme. When the final version is done, I'll probably make some Frikbot waypoints.
Member 54 posts
Registered: Jul 2006
It will be done when the map is balanced and tested enough .. the more ppl play on it the faster it gets done
Member 485 posts
Registered: Feb 2006
+ No pent for a change. - Ring encourages to turn off the... + ...pretty textures.
Member 247 posts
Registered: Jan 2006
News Writer 1267 posts
Registered: Jun 2007
Seems like a 4on4 map based on the news item on the front page!
Administrator 887 posts
Registered: Jan 2006
yes we aimed for it to be a 4on4 map but you never know, it might fit in for 2on2 aswell/instead... btw, did anyone find that easter egg Adde was talking about? Join us on discord.quake.world
Administrator 2059 posts
Registered: Jan 2006
Although i see that some already applaused the texture theme, i think it looks a bit boring. I'd rather see textures like the blue theme for VDM3V3, i.e. a bit futuristic. www.facebook.com/QuakeWorld
Member 357 posts
Registered: Nov 2008
"the quieter you become, the more you are able to hear"
Member 247 posts
Registered: Jan 2006
first quick thoughts: - the doors leading to the QUAD from the top should open as fast as the LG doors. when you walk in, you get stucked for a moment - the SNG is too easy to access. I'd switch the NG <-> SNG with places, or perhaps move SNG to GL, GL to NG and NG to SNG...... - RL area is a PAIN...can't think of anything right now to make it better.... - the lift at SNG area should go down regardless someone standing on it....
Member 247 posts
Registered: Jan 2006
just had this wild idea.....put the quad on top of the tele where ring is, and move ring to the quad position....
Member 192 posts
Registered: Mar 2006
Id really like to see this map developing. I hope people will join #bay12 and get some mixes running on it. This is the only way to make this good map an outstanding map.
News Writer 309 posts
Registered: Sep 2006
What's the idea of that big, triggered-on tele apart from quick falling into the hollow water beneath? And is there a secret area there?
Administrator 1864 posts
Registered: Feb 2006
And is there a secret area there? Only as a spectator, see time!'s post.
Member 247 posts
Registered: Jan 2006
so, what's happening now ?
Member 13 posts
Registered: Mar 2009
so, what's happening now ? Dont really know... Seen som good suggestions but personally i think it needs more testing than like 2-3 mixes? It's not that effective to try one game and then change something on the map and try again... Only thing we have done yet is that we increased speed of the big doors and maked it easier to get up on ramps@mega. But keep make comments, its always welcome!
Member 1754 posts
Registered: Jan 2006
Just keep in mind, objects that move should really be taken into consideration if it's supposed to be used in just one way or if it can be "abused" in some way. A lot of custom maps have this flaw imo, that lifts etc tend to get annoying more than fun/helpful for the maps playstyle..
Member 156 posts
Registered: Mar 2007
So... Any news on this?
News Writer 1267 posts
Registered: Jun 2007
Perhaps use it in a ladder or custom map tournament?
Member 685 posts
Registered: Jul 2007
I don't know much about 4on4, but this map looks great and looks playable. Even though the qw monkeys won't give new maps a chance, the creators can still pat themselves on the back for creating a cool map. Respect!
Member 370 posts
Registered: Mar 2008
I have over 500 maps on my linux server and people only want to play about 10 of them.
Member 370 posts
Registered: Mar 2008
Nice map, think it would be best for 4on4. Might seems kinda dull 2on2...
News Writer 309 posts
Registered: Sep 2006
The project is being revitalized now. We encourage everyone to help Pluppa, bps and Muffin get it done and mixed enough so we can get rid of some problems that always occur. Soon, new play tests will be carried out! Stay tuned.
Member 370 posts
Registered: May 2006
let me know if it's suitable for some FFA pwnage or w/e Custom maps for the show, episodes for the pro.
News Writer 309 posts
Registered: Sep 2006
Some screnies from the bay12test2: Underwater RL - SNG water - QUAD tunnel Redone Quad Area/end of Water tunnel mentioned above (where LG used to be in the first version) Tele up now with GL behind Tele (the previous Ring placement) RA low now with moved rox and Mega from switch Reworked CENTER area with RING instead of Quad and a little WELL (activated by the button) leading to RL/Quad Ya UP, cells pack from YA low moved to water below Quad Secret redone: LG now where Mega used to be. Also the uncrossable gate Tele UP: the second SNG Pillars at YA Up now thinner Horizontall bars over the Secret LG room. Unreachable from above for the camper there
Member 364 posts
Registered: Oct 2006
Where can I download this map? The original link doesn't work anymore.
News Writer 309 posts
Registered: Sep 2006
The new link - http://www.megaupload.com/?d=ZTTNHYSF
Member 364 posts
Registered: Oct 2006
News Writer 309 posts
Registered: Sep 2006
Due to the limited time of the makers and for reasons not to be posted here, the 4/4 project of Bay12 gets suspended indefinitely. The map will only be released as an FFA map as we know it now. Thank you all for your assistance and feedback.
Member 192 posts
Registered: Mar 2006
Sad to hear that, because I think this map had a great potential
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