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New 1on1/2on2 map in the making. (Stomatic Expulsion, pretty much done!)
27 posts on 1 page
1
Maps & Textures
2013-05-04, 11:20
#1
phex
Member
28 posts
Registered:
May 2013
I am currently creating an 1on1 map. So far I have created the basic map structure and trying to figure out balance. I will add eye-candy after the map plays nice.
Screenshots:
Download beta2
Download beta3
Download beta4
Download beta6
phex_stoma_b6 locs
Release candidate:
stoma_rc3
(Crashing some clients)
stoma_rc4
Available on:
welp.se:28001
welp.se:28002
welp.se:28003
welp.se:28004
welp.se:28005
froschroom.com:27500
froschroom.com:27501
froschroom.com:27502
froschroom.com:27503
ql.qw2.us:27500
ql.qw2.us:27501
(Edited 2013-10-28, 18:49)
2013-05-05, 13:25
#2
z0mbie90
Member
94 posts
Registered:
Oct 2011
Nice with new maps, people start playing it
2013-05-05, 15:41
#3
d4rin
Member
370 posts
Registered:
Mar 2008
Nice map =)
I will put it on the Quake Legion servers if people want to try it out.
ql.qw2.us:27500
ql.qw2.us:27501
2013-05-07, 17:51
#4
phex
Member
28 posts
Registered:
May 2013
Updated map after suggestions by betatesters. Grab it while it's hot!
Download beta4
(Edited 2013-05-08, 16:02)
2013-05-08, 08:18
#5
fro
Member
22 posts
Registered:
May 2012
It looks good, and it plays good (only tried 1on1 so far).
The addition of a bit of extra ammo and the removal of water in beta 3 has made all the difference.
Just needs more people playing it!
2013-05-16, 23:42
#6
carapace
Member
223 posts
Registered:
Aug 2011
Said I´d give you some feedback so here it is:
* Too many, narrow corridors. They make for easy spam and not so exciting fights. Feels like maggot lair in diablo 2.
* Quad room should look more like the red room, with lots of openings and a larger area around it.
* One teleport leads to the other, but that teleport leads to the opposite side of the room of the first. It there a reason for this?
* Good flow on the map, you can speedjump pretty freely which I like.
You have some good ideas in the map, but the maggot lair corridors leading between the interesting rooms are quite a turnoff.
carrier has arrived - twitch.tv/carapace_
2013-09-08, 15:23
#7
phex
Member
28 posts
Registered:
May 2013
I updated the map with some suggestions from various people.
* Corridors are shortened when possible to make the map faster
* Fixed teleporter so that it feels normal (entrance and exit at the same position)
* Widened some places and made others narrower
* Changed steps up to RA to teleporter instead. I never liked those stairs anyway
* All stairs are now ramps (even though they looks like stairs)
* Minor tweaks
I tried to make the map a bit less maggoty but I am not sure it is doable at this stage. But I will consider it if I make another map.
Download beta 6
2013-09-09, 12:10
#8
Jissse
Member
286 posts
Registered:
Sep 2012
I really like this version, the only thing I'm not sure about is the ramp stairs. But it's really fun to play !
2013-09-17, 17:36
#9
phex
Member
28 posts
Registered:
May 2013
I added some locs to the map for some hot 2on2 action.
phex_stoma_b6 locs
2013-09-18, 06:20
#10
Jissse
Member
286 posts
Registered:
Sep 2012
Awesome !
Now just finish texturing it and release a final version
2013-09-25, 16:04
#11
phex
Member
28 posts
Registered:
May 2013
I did some retexturing and minor tweaks. I think this is "good enough", so if I do not get any major complaints this will be the final version.
stoma_rc3
2013-09-25, 16:58
#12
Mick
Member
343 posts
Registered:
Feb 2006
For your info, it crashes my ezQuake Mac OSX build and actually also the PC version
MAC
Application Specific Information:
Assertion failed: (!string), function SV_Error, file /Users/admin/Documents/ezquake-source/osx/../sv_main.c, line 280.
PC
SV_ERROR: SOLID_BSP with a non_bsp model
it ran for a time, but when I move into a specific room it crashes.
ProjectQ1Q3, Frogbot Waypoint and Map Conversion Tutorial @ http://mickkn.mooo.com
2013-09-25, 17:02
#13
phex
Member
28 posts
Registered:
May 2013
That sounds bad. Didnt catch it while testing. I jumped around on the map for at least 15 minutes so if you have any additional info It would be good.
2013-09-26, 12:41
#14
fenris
Member
226 posts
Registered:
Jun 2006
win7 same issue here:http://puu.sh/4ACMD.png
--irc.quakenet.org #telefrag.me and #QWL | foogs
QuakeWorld Ladder
2013-09-26, 13:06
#15
phex
Member
28 posts
Registered:
May 2013
Weird. What client are you using? Maybe I can replicate with the "right" client.
EDIT:
Managed to replicate the crash. Thanks for the feedback.
I found an "empty" func_wall which for some reason crashed some clients.
2013-09-26, 13:58
#16
phex
Member
28 posts
Registered:
May 2013
Bugfixed version:
stoma_rc4
2013-09-26, 14:29
#17
Mick
Member
343 posts
Registered:
Feb 2006
Works now
Remember to make some
Frogbot Waypoints
for the map
ProjectQ1Q3, Frogbot Waypoint and Map Conversion Tutorial @ http://mickkn.mooo.com
2013-09-26, 16:06
#18
Jissse
Member
286 posts
Registered:
Sep 2012
Waypoints, good locs, and it should be ready to go !
2013-10-27, 18:15
#19
Captainkidman
Member
23 posts
Registered:
Apr 2012
Best 2on2 map in the game ! Now with added locs!
2013-10-27, 18:15
#20
Captainkidman
Member
23 posts
Registered:
Apr 2012
Best 2on2 map in the game ! Now with added locs!
2013-10-27, 18:15
#21
Captainkidman
Member
23 posts
Registered:
Apr 2012
Best 2on2 map in the game ! Now with added locs!
2013-10-27, 18:16
#22
Captainkidman
Member
23 posts
Registered:
Apr 2012
Best 2on2 map in the game ! Now with added locs!
2013-10-27, 18:16
#23
Captainkidman
Member
23 posts
Registered:
Apr 2012
Best 2on2 map in the game ! Now with added locs!
2013-10-27, 20:33
#24
Mick
Member
343 posts
Registered:
Feb 2006
What about FBCA waypoints ?
ProjectQ1Q3, Frogbot Waypoint and Map Conversion Tutorial @ http://mickkn.mooo.com
2013-10-27, 21:24
#25
phex
Member
28 posts
Registered:
May 2013
I didn't get around to create any. Is people playing against bots still?
If someone wants to step in and create waypoints that is fine by me.
2013-10-28, 11:09
#26
mushi
Administrator
1265 posts
Registered:
Jan 2006
I played it yesterday 2on2 and I loved it!
great flow in the map, lots of speedjumping, good balance imo, it's great fun. perfect for 2on2
its a clever design imo. the only thing that doesn't convince me is the quad position/location. its too easy to defend? im not sure. maybe make an "island" on that room, like u did with mega?
never argue with an idiot. they'll bring you back to their level and then beat you with experience.
2013-10-28, 15:40
#27
phex
Member
28 posts
Registered:
May 2013
The quad is very spammable from the "balcony" using GL. So if you are late for quad it is possible to at least deny it.
27 posts on 1 page
1
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