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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! -Muff1n
Member 950 posts
Registered: Apr 2006
Put doors at 400 MINIMUM!
Member 139 posts
Registered: Feb 2011
*Fixed, door speed is 450 now, lifts up to 200
Member 950 posts
Registered: Apr 2006
Great, thanks! Design is good and CTF-able. I will play it and report on experience later
Member 1102 posts
Registered: Jan 2006
Use -soft for your light.exe so those ugly jagged shadows become smooth!
Member 226 posts
Registered: Jun 2006
This looks like a great modern CTF map good work!
Member 139 posts
Registered: Feb 2011
spirit ok will try it out
thnx fenris
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!
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 =)
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". www.facebook.com/QuakeWorld
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
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
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.
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.
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
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.
Administrator 1265 posts
Registered: Jan 2006
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.
Member 139 posts
Registered: Feb 2011
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