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Member 139 posts
Registered: Feb 2011
*********************** MAP IS FINAL!! NOW 21:19Cet 2011-09-22 *********************** BETA 5: Moved GA up to SSG. RL room now looks better. Added 2 jump ledges to LG SLIME BETA 6: Replaced LG with another RL, so now there is 2, Replaced the 2 SSG's with 2 SNG's instead. More detail work added. YA/RL Slime telly spawn moved to GA/SNG telly. Added telly at GA/SNG, and made a spawn to upper GA/SNG -------------------------- **Almost LAST CHANGES: The changes: (aka the almost final version) - added escape room from RL. It connects RL with the YA-up via some stairs and a ledge with a 5 rox pack - YA bars added. It opens automatically when approached - Maze bigger now. Added some hp there and the RING!!! - Slime tele destination changed: it now gets you to the windows room. - Tele at GATE moved to some other part of the room that is a bit bigger - NG added at YA-EXIT low Last edited by Kapitan Kloze (28 Jul 2011 20:46:44) and Muff1n (30 Jul 2011 20:24 CET) ------------------------ FINAL VERSION UP NOW WITH LOC: - added some detail all over the map. - made the slime pool at rl deeper. - ya rl tele, changed slime to water and made it deeper with 2 rotten health packs and 1 nail and 1 shells pack at the bottom. - Flinta made a *.loc file - added a slime pool between ya tele and rl slime. ------------------------- LOC File! : http://upload.foppa.dk/files/ctl6.loc DL Link: http://upload.foppa.dk/files/ctl6.bsp Download Link w/ .loc .txt .bsp : http://upload.foppa.dk/files/ctl6.zip 2 x RL 2 x YA 2 x GA 2 x SNG 1 x GL 1 x SSG 1 x NG 1 x MEGA 1 x QUAD 1 x RING Screens:
Administrator 888 posts
Registered: Jan 2006
*feels like opening christmas presents* - screens looks inviting Join us on discord.quake.world
News Writer 309 posts
Registered: Sep 2006
My first impression was like: omfg this feels a bit like DOOM! The lake of slime and the maze which in that moment featured no lights! So it was like one of the best DOOM episodes E1M5 if I recall it right.
So I hit the "thumbs up" button! P.S. We need some testers who have balls to test new maps (not whiney bitches) ! :E
Member 793 posts
Registered: Feb 2006
omg dm3 textures? architecture looks h0t as usual! cool idea with the overview in first pic!
News Writer 1267 posts
Registered: Jun 2007
So is this sunday kenya mix going to happen? Id like to try this map and bay12 as well. Only got the chance to play 2 rounds of ctl5 so far and it was kinda fun. Ctl5 felt more fun in those 2 initial rounds than any of cmt1b, cmt3 and cmt4 did and first impression is kinda important. Alltho i have come to enjoy cmt4 to some extent i feel that it isnt really optimized for qw 4on4 and ive never really gotten into either of cmt1b or cmt3. Ill give these maps a few chances and see how it goes. And i hope you will too!
Member 485 posts
Registered: Feb 2006
Slime depth at lg/ya is such that negative v_viewheight that some people use gets submerged. Also, there is slime texture in the pond floor and no damage after you get in.
Member 139 posts
Registered: Feb 2011
Kalma, ok il look into it. Slime depth at lg is made so u cant bunny straight through too easily. Ctl5 was played this sunday custom mix(29/5) one time Hooraytio, im glad u like it and i hope ppl will try it out more in mixes, but its hard due to the fact that u have to rely quite much on team
News Writer 309 posts
Registered: Sep 2006
yeah, dm3 is great for mixes because of the individual performance which is less possible on dm2 for example (you have to rely on teammates as well, just like ctl5). Mix on ctl5 was cool, too bad the custom mix night was killed by some episode map which feratured ONLY 4 SPAWN POINTS! :E I am also looking forward to trying bay12 and ctl6 in mixes soon. But it would be nice to try it first in testing before placing the maps on foppas for instance. EDIT: I also found the slime bug: it's on all the underslime texture, not just the pillars. Does anyone have problems with running the map on local server? I always get the "sv_Error: program error" message when I try to open the map. It must be something with the cfg I guess. Software works ok. Bug nr 2: the texture of the 25 hp pack at TELE EXIT from YA/LG dissapears when you circle around the pillars. Software only. There are more SW graphics bugs: but I guess noone uses SW anymore ?
Member 139 posts
Registered: Feb 2011
slime bug is fixed in next beta.
kloze, ok i'll try and fix it.
Administrator 2059 posts
Registered: Jan 2006
Interesting architecture indeed, but i'm having a hard time with the texture theme Keep up the good work! www.facebook.com/QuakeWorld
Administrator 888 posts
Registered: Jan 2006
I can sense Klozes DOOM feeling(lake of slime), and at the same time get a strong Q3 feel(rounded corners), and at moments get Q2 flashbacks(stairs/crates). What a mixture Like it! The texture set is fine, just fine. But spontaneously the map feels empty of items. Or we need to just learn it better I think the two rooms where you find RL and LG is the only boring/ugly/not inviting rooms to enter in this otherwise so nice looking map. It feels like they´re cut of, or set outside, the otherwise so interconnected rooms. If you are going to keep the slime at LG room it really mustn't decelerate jump speed. The RL room feels desolate and undecorated, with no more options than jumping and risking to go mad on getting trapped in slime by attackers. Sorry for harsh feedback - but I think with tuning of above things this map could be really strong in the pool! Join us on discord.quake.world
Member 139 posts
Registered: Feb 2011
bps, no need to feel sorry, its GOOD that u tell me what u think =)
i already have a plan for the lg room about the speed flow
News Writer 309 posts
Registered: Sep 2006
Don't worry - the LG/RL will never be empty once we start playing it ) But yeah, give all the feedback, it is needed! It is hard to judge what's good/wrong for a map before thorough testing. For example: There used to be 2 megas before: one used to be at RL place and RL was in the room where now rox pack is (in front of YA/Tele spawn point). I also like the map, looks like a fast action map where the scores won't be low once we learn it!
Member 364 posts
Registered: Oct 2006
I liked the map so I compiled a colored version: ctl6beta4.bspSome screenshots: (Johnny_cz, how do I get rid of this gay clock that appears with scr_newhud 0?)
News Writer 309 posts
Registered: Sep 2006
Nice lights! Can it be added to the final version of the map?
Member 139 posts
Registered: Feb 2011
oh nice!, can it be done with -soft ?
Member 364 posts
Registered: Oct 2006
I don't think it really needs a 'soft' version because the coloring is already fairly conservative. The screenshots were made with gamma 0.8; most players use much lower values ingame (e.g. 0.5) so the colors won't be distracting at all.
Member 364 posts
Registered: Oct 2006
Member 139 posts
Registered: Feb 2011
uploaded the latest beta and added toniks colored version to first post.
Member 212 posts
Registered: Apr 2006
With the coloured lights, it really does look Q2ish :-) I enjoyed the first walk around the map (obviously, without action) but have to say that the first thing that came to my mind is one point that had been mentioned by bps earlier - the lack (or the feeling for it) of items
News Writer 309 posts
Registered: Sep 2006
You get that impression because, as it's been mentioned, trhe RL and LG area are a bit "aside" which was made on purpose. Therefore you think there's no items because you don't see RL/LG around . The new version Muffin will soon compile will solve some of the issues.
Member 139 posts
Registered: Feb 2011
screenshots updated to latest beta6, first post
News Writer 309 posts
Registered: Sep 2006
Demos of some hot mix action - http://wyslijto.pl/files/download/43rxmz4qzu
Member 139 posts
Registered: Feb 2011
New BETA, just in case u want to test it out before i finalize it. Top Post
News Writer 309 posts
Registered: Sep 2006
Beta 7: The changes:
- added escape room from RL. It connects RL with the YA-up via some stairs and a ledge with a 5 rox pack - YA bars added. It opens automatically when approached - Maze bigger now. Added some hp there and the RING! - Slime tele destination changed: it now gets you to the windows room. - Tele at GATE moved to some other part of the room that is a bit bigger - NG added at YA-EXIT low
Member 139 posts
Registered: Feb 2011
News Writer 309 posts
Registered: Sep 2006
With the new solutions those who liked the map before are going to like it even more now Great work Muffin! loc - http://upload.foppa.dk/files/ctl6.loc
News Writer 309 posts
Registered: Sep 2006
The map has been added to Aster servers: 194.187.43.243:27500, 194.187.43.243:27600 and 194.187.43.243:27700
News Writer 1267 posts
Registered: Jun 2007
Member 139 posts
Registered: Feb 2011
bump! updated! sorry all but DELETE YOUR OLD CTL6 if you get any error messages later on when all servers get this new version. i will update here once we get the new version onto the servers.
Me and Kloze agreed to fine tune this map and ctl5 for the custom map tourney that is coming up now after eql14. Its been hell to release the maps and say its final and then its not, but hey. They are much better and more fun now =) so have some mercy on us.
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