User panel stuff on forum
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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 beta2Download beta3Download beta4Download beta6phex_stoma_b6 locsRelease candidate: stoma_rc3 (Crashing some clients) stoma_rc4Available 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)
Member 94 posts
Registered: Oct 2011
Nice with new maps, people start playing it
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
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)
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!
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_
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
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 !
Member 28 posts
Registered: May 2013
Member 286 posts
Registered: Sep 2012
Awesome ! Now just finish texturing it and release a final version
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
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
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.
Member 226 posts
Registered: Jun 2006
win7 same issue here:http://puu.sh/4ACMD.png
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.
Member 28 posts
Registered: May 2013
Member 343 posts
Registered: Feb 2006
ProjectQ1Q3, Frogbot Waypoint and Map Conversion Tutorial @ http://mickkn.mooo.com
Member 286 posts
Registered: Sep 2012
Waypoints, good locs, and it should be ready to go !
Member 23 posts
Registered: Apr 2012
Best 2on2 map in the game ! Now with added locs!
Member 23 posts
Registered: Apr 2012
Best 2on2 map in the game ! Now with added locs!
Member 23 posts
Registered: Apr 2012
Best 2on2 map in the game ! Now with added locs!
Member 23 posts
Registered: Apr 2012
Best 2on2 map in the game ! Now with added locs!
Member 23 posts
Registered: Apr 2012
Best 2on2 map in the game ! Now with added locs!
Member 343 posts
Registered: Feb 2006
What about FBCA waypoints ? ProjectQ1Q3, Frogbot Waypoint and Map Conversion Tutorial @ http://mickkn.mooo.com
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.
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.
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.
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