Post by peeweerota on Mar 9, 2010 17:33:32 GMT -5
Mad Dash
q264_7.bsp
4-16 players
Next map in line from the N64 deathmatch maps. This one is the largest of them all and was originally made to be played with 4 players in the "flag wars" and team deathmatch modes of quake 2 64.
As for items, the original placement was unplayable. There were only 4 spawns and one side of the map only had shotgun, chaingun, grenade launcher, and hyper while the other side of the map had power shield, railgun, and rocket launcher. In n64 the railgun is not quite as useful and the hyper and grenade launcher are significantly more useful when people have more rigid movement patterns. So the item balance worked well in the original but I changed a heck of a lot for this one.
I added a rocket to both sides, added armor to the previously weaker side, and replaced the powershield with an item chain that switches between power screen and green armor. That makes it more fair when it takes even longer for power armor to respawn. I did leave in the BFG this time since the name of the map is based on the "mad dash" that happens at the start of the map when every player runs after the BFG first.
The last thing you'll notice is that fairly simple bunny hopping and ramp jumps will enable you to reach areas that required using a longer path in the N64 version. I'll let you find them but I don't think that it subtracts too much from the gameplay.
zeliepa.com/dna/files/q264/q264_7.zip
Note, this map is a huge collection of similarly textured corridors so I am showing roughly 1/6th of the map in these pics.
q264_7.bsp
4-16 players
Next map in line from the N64 deathmatch maps. This one is the largest of them all and was originally made to be played with 4 players in the "flag wars" and team deathmatch modes of quake 2 64.
As for items, the original placement was unplayable. There were only 4 spawns and one side of the map only had shotgun, chaingun, grenade launcher, and hyper while the other side of the map had power shield, railgun, and rocket launcher. In n64 the railgun is not quite as useful and the hyper and grenade launcher are significantly more useful when people have more rigid movement patterns. So the item balance worked well in the original but I changed a heck of a lot for this one.
I added a rocket to both sides, added armor to the previously weaker side, and replaced the powershield with an item chain that switches between power screen and green armor. That makes it more fair when it takes even longer for power armor to respawn. I did leave in the BFG this time since the name of the map is based on the "mad dash" that happens at the start of the map when every player runs after the BFG first.
The last thing you'll notice is that fairly simple bunny hopping and ramp jumps will enable you to reach areas that required using a longer path in the N64 version. I'll let you find them but I don't think that it subtracts too much from the gameplay.
zeliepa.com/dna/files/q264/q264_7.zip
Note, this map is a huge collection of similarly textured corridors so I am showing roughly 1/6th of the map in these pics.