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Moderator 1329 posts
Registered: Apr 2006
So I'm asking if people know about huge maps with large areas for a new game mode called bloodfest. Typical map should be at least as big as rz1pondb or ukpak2, preferrably even bigger. Give me suggestion and I'll take a look and maybe add .ent file for it for the monster respawns.
Member 793 posts
Registered: Feb 2006
any more info on the actual mod the map is supposed to be for?
Moderator 1329 posts
Registered: Apr 2006
Topic kinda says it, it's "survival".
Players team up and start killing a lot of respawning monsters. You could say it's a bit like invasion in Unreal Tournament, or maybe similar to left4dead. The longer you survive, the more monsters there will be. Occasionally monsters drop quad damage to help you, and killing a monster grants you a bit of health and armor. In the end you are taking so much damage without the quad you just can't survive the onslaught.
With friends you have a chance, without them you will just simply die.
Member 793 posts
Registered: Feb 2006
sounds fun. i was wondering if you are actually progressing through the level or if you are defending some central arena, king of the hill-style. ie. do the monsters come to you or do you come to the monsters?
best and most fun quake invasion style map i ever played is probably invade4a for teamfortress. that one is actually very tailored for teamfortress not neccessarily fun for the mod you describe.
edit: it's pretty huge though!
Moderator 1329 posts
Registered: Apr 2006
At the moment we have only maps where you run and try to survive, but just moments ago there were some thoughts of "progressive" maps too (get from point a to point b). The gamemode is still under heavy construction and we are still testing different maps and ideas.
Member 132 posts
Registered: Mar 2006
Coop crimsonland in quake!? Hell yes!! Mine do no spaek engrish!
Moderator 1329 posts
Registered: Apr 2006
Anyone?
The current maps are:
- bloodfest (just big square room) - e1m7 (a bit small but surprisingly fun) - dm4ish (acceptable) - kenya (not yet tested) - arena5 (ok map with some elevation)
What we need is big map with little corridors and/or elevation. Enemies should be able to see you from almost any angle so they can attack you.
EDIT: could you provide easy download link (preferrably no zipping) for the suggested maps.
Member 173 posts
Registered: Jun 2008
dmz1++ is fairly open - it might be a bit small, but should do.
News Writer 283 posts
Registered: Jan 2007
This sounds sweet. I think monsters should be used way more in mods - being able to do something to have a vore guarding RA or a hell knight running around sng would be sweet. This survival thing sounds better than that though.
Member 59 posts
Registered: Mar 2008
alk08dm.bsp dranzdm8.bsp
http://www.mediafire.com/?vmxq4rzuj56ppcn
Moderator 1329 posts
Registered: Apr 2006
Dranzdm8 could work, but they are maybe a bit too complex. Well, we'll see.
Member 693 posts
Registered: Jan 2006
Try qffl2dm2 and titan2 (both pretty big)
There are also some beasts in the ukcldmX series. UKQC1 is quite large also if I recall right.
Member 59 posts
Registered: Mar 2008
genocide.bsp
http://maps.qw-dev.net/genocide.bsp
Moderator 1329 posts
Registered: Apr 2006
Genocide is ok.
Both qffl2dm2 and titan2 are big, but they are not open enough and have too many corridors and walls. As I mentioned, monsters should be able to see you from everywhere so they can attack you in swarms.
Member 284 posts
Registered: Oct 2006
Genocide is ok.
Both qffl2dm2 and titan2 are big, but they are not open enough and have too many corridors and walls. As I mentioned, monsters should be able to see you from everywhere so they can attack you in swarms. Why is this a requirement? At least bots know what is going on all over the game, why would these monsters not know where you (or other enemies) are? I don't know how the mod works, but just seems like a weird restriction to me
Member 59 posts
Registered: Mar 2008
barrel.bsp - very open :-)
http://maps.qw-dev.net/barrel.bsp
slaug.bsp
http://maps.qw-dev.net/slaug.bsp
Moderator 1329 posts
Registered: Apr 2006
Barrel and slaug look ok, have to test these maps later tonight.
Moderator 1329 posts
Registered: Apr 2006
Current supported maps are: (also "too easy" part solved) arena3 arena5 barrel bloodfest dm4ish e1m7 genocide hohoho kenya q1dm17 slaug The only thing left to do is some finetuning.
Member 59 posts
Registered: Mar 2008
death6.bsp
http://maps.qw-dev.net/death6.bsp
fragyard.bsp
http://maps.qw-dev.net/fragyard.bsp
pillar.bsp
http://maps.qw-dev.net/pillar.bsp
Administrator 1864 posts
Registered: Feb 2006
Is map support done with .ent files, or is it hardcoded?
Moderator 1329 posts
Registered: Apr 2006
Is map support done with .ent files, or is it hardcoded? The answer to that is in the first message of the thread: Give me suggestion and I'll take a look and maybe add .ent file for it for the monster respawns.
Administrator 1864 posts
Registered: Feb 2006
The answer to that is in the first message of the thread Probably should have noticed that, then again that would require that I actually read what I'm replying to
News Writer 1267 posts
Registered: Jun 2007
Got any video of this in action?
Moderator 1329 posts
Registered: Apr 2006
You get to play it once we feel it's finished enough. We have had some testers already, wasting their time for the whole weekend playing it, but some things need to be ironed out first.
Note: on top of having KTX, you just need proper maps and the .ent files to play it, so every server can actually run the gametype if needed.
Member 10 posts
Registered: Oct 2009
Sounds wicked, can't wait to play this )
Member 48 posts
Registered: Sep 2007
I've been playing some megaTF coop. This sounds just like that.. There are last man standing, survival mode etc. monsters drop stuff and so on..
What is the difference between this and that?
Moderator 1329 posts
Registered: Apr 2006
We are in the final stages of bloodfest development, and the mod is now quite playable. Some people have already been playing it a bit, and I think I could make the server where it is run public.
On a later date, I can compile a small package/zip that contains at least current supported maps (so .ents, .bsps and .cfgs in proper places) so any server admin can run it. All these files will be added to the next KTX release too, and will be available on repositary's example-configs.
Any need for a front page news, explaining what it is about?
News Writer 1267 posts
Registered: Jun 2007
I think a front page news would be good to get some more pl to notice it. Im not sure how many players are reading this compared to front page stuff.
Member 55 posts
Registered: Jan 2009
Yea, I visit qw.nu daily and have totally missed this thread until now The mod sounds superfun too!
Member 1102 posts
Registered: Jan 2006
.ents, .bsps, .txts and .cfgs in proper places Fixed that for you! Can't wait to try this, it sounds really nice.
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