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Maps & Textures
2011-04-22, 09:19
Member
139 posts

Registered:
Feb 2011
New release again, this time its a ctf map, first time ever doing a ctf map for good old quake, it was really fun and i will probably do another in the future.

2 x LG
2 x RL
2 x NG
2 x SSG
2 x SNG
2 x MEGA
2 x GA
2 x YA
1 x RA


**UPDATED**
DOWNLOAD LINK! : http://upload.foppa.dk/files/mctf1.bsp

**Updated screens!
http://img703.imageshack.us/img703/650/ezquake067.jpg

http://img96.imageshack.us/img96/7897/ezquake069.jpg

http://img827.imageshack.us/img827/3471/ezquake071.jpg

http://img848.imageshack.us/img848/6975/ezquake074.jpg

http://img819.imageshack.us/img819/6310/ezquake072.jpg

http://img200.imageshack.us/img200/7744/ezquake070.jpg




-Muff1n
2011-04-22, 14:00
Member
950 posts

Registered:
Apr 2006
Put doors at 400 MINIMUM!
2011-04-22, 15:12
Member
139 posts

Registered:
Feb 2011
*Fixed, door speed is 450 now, lifts up to 200
2011-04-22, 15:42
Member
950 posts

Registered:
Apr 2006
Great, thanks!
Design is good and CTF-able.

I will play it and report on experience later
2011-04-22, 17:26
Member
1102 posts

Registered:
Jan 2006
Use -soft for your light.exe so those ugly jagged shadows become smooth!
2011-04-22, 18:19
Member
226 posts

Registered:
Jun 2006
This looks like a great modern CTF map good work!
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2011-04-22, 19:12
Member
139 posts

Registered:
Feb 2011
spirit ok will try it out

thnx fenris
2011-04-25, 08:21
News Writer
437 posts

Registered:
Jan 2006
Running through your map, if noticed some thing should be changed:

► Doors should be shootable to open (so you can watch for enemys)
► MH on both side should be increased, rise the floor (I often overjumped it and had to take a walk back)
► Spawns (I only tested it in Deathmatch so I dont know if there are more then 1 Spawn at each side, but if so, increase spawns to 3-4 on each side)

If there would be a few more like this, I could imagine to be a flagcarrier again Well designed map!
2011-04-25, 17:37
Member
139 posts

Registered:
Feb 2011
Thnx anni!

About the doors, i think i will leave them as is.
I understand the thing with mega and can change that.
As for the spawns, Each team has 5 spawns, and then there is 1or 2 dm spawns, just for checking map out etc.

Maybe i will do 1 more

I also have a new map ready soon, im not going to spoil what kind of map it is though =)
2011-04-25, 20:05
Administrator
2059 posts

Registered:
Jan 2006
Layout seems good although the map is a bit small (not sure what player limit you've aimed for). Textures could use a touch up, they're only decent.

A minor thing was also to make sure to remove the leading 0 in the map name, i.e. mctf1 instead of mctf01 as that's the "standard".
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2011-04-26, 07:55
Member
139 posts

Registered:
Feb 2011
Aimed for 4on4, i dont think its so much smaller than the rest of the maps out there if u count the seconds it takes to travel between the flags. About the textures, i wanted to make it somewhat oldschool. Nästa gör jag finare åke
2011-04-27, 09:43
Member
133 posts

Registered:
Dec 2008
Looks nice and fast.
I suggest to remove stairs at the bottom floor.

Having so much work done it would be nice if you make variant of this map for TF.
Also I like the idea of MH behind flag
2011-04-27, 16:55
Member
139 posts

Registered:
Feb 2011
thnx se-sss.

about the stairs thing, i don't see why. cause its a slight slowdown for flag carriers returning to home base. It also adds more dynamic? than just a flat room from blue to red bottom.

I have uppdated the map as shown above. I took what ake vader said in mind and fixed some textures and added some detail to the level.

yeah i can do that, just need to find some tf textures and the entitie names.
2011-04-27, 17:23
Administrator
1265 posts

Registered:
Jan 2006
thx for map!

feijoada.no-ip.org:27501 and maybe 27502 updated
never argue with an idiot. they'll bring you back to their level and then beat you with experience.
2011-04-27, 18:00
Member
139 posts

Registered:
Feb 2011
mushi. ok nice=) please update the map as in download it again, have fixed more detail. last updated was now 20:03 CET ***** final update
2011-04-27, 19:34
Member
133 posts

Registered:
Dec 2008
>>about the stairs thing
It is a small slowdown for those who enter enemy base.
May be something like rails (as on ztndm3 in quadroom)
Anyway it is minor.
2011-04-28, 10:31
Administrator
1265 posts

Registered:
Jan 2006
Muff1n wrote:
mushi. ok nice=) please update the map as in download it again, have fixed more detail. last updated was now 20:03 CET ***** final update

okey muff,

plz consider for your next map, to have a "beta" filename when it still is in progress, waiting feedback, etc. its easier for the end-user.
i propose a filename like "<map_name>bx.bsp" where x is version number and the b indicates beta stage. the final map name would be "<map_name>.bsp" ofc
never argue with an idiot. they'll bring you back to their level and then beat you with experience.
2011-04-28, 10:32
Member
139 posts

Registered:
Feb 2011
Ok will do
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