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Post by Le Ray [Q2C] on Aug 6, 2004 11:29:16 GMT -5
Check the pm's G.H. Thanks.
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Post by Le Ray [Q2C] on Aug 6, 2004 11:30:50 GMT -5
For those of you who have download the map, I have uploaded a new version. If you want to download it, just replace the "3" in the link that I gave you with a "4" and you should be able to download the new one.
Thanks.
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Neur0
Light Guard
Posts: 39
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Post by Neur0 on Aug 9, 2004 5:56:00 GMT -5
Lo Ray, thanks for the link. First remark i have is about the path_corner's that are outside of the map. They cannot be converted to *.aas due to this, so i edited the entities to be inside the skybox (QuArK allows the editing of point entities in a bsp file). If you insist on placing them outside of the skybox i suggest enclosing them with a small solid brush so they are bound within a bsp structure, this will work because ive used the same principle in the past since QuArK wont even compile if there is a leak, and an entity in the void is treated as such. To be honest with you i dont really like this style of map as a lott depends on luck. Take a rail and get thrown off of the map, so having armor would be a bad thing as its better to get railed then get a suicide penalty. Jump on a hole and fall off. Also the rotating platforms are not something i am a huge fan of. But since your direction with this map is set i will comment on that concept instead of telling you what i would change in its style The rotaters should be much faster imo, they are way too slow and prevent a quick gameplay. Also there is no way to get down other then dropping and losing 40-50 HP. The floating rocks are so fast that if you run into them its simply a case of bad luck, maybe you can configure it such a way that a player is able to prevent collision making it more a matter of skill rather then (bad) luck. The textures on both the rotating platforms aswell as the houses dont seem to fit in, personally i find them both a tad ugly tbh, especially the white texture on the houses. The houses inside seem very dark even with gl_modulate 6 and since all spawns are inside the houses its very easy for somebody to pick a spot and camp for freshly spawned victims coming out the doors. Also, some teleporters and/or jumppads would benefit this map. Im sorry if my comments seem rather negative, but to be honest with you, if i had seen this map without knowing who made it i would never have pointed you out, since your previous works definately exceeds the quality and layout of the beta4 of this map. Oh, the gladiator bots test didnt work out too well, they kept jumping off to get the weapons on the skybox floor, damn morons ;D Dont understand why the bots werent programmed to not jump down a certain amount of units voluntairaly (misspelled that prolly) Again, sorry about my harsh comments, but like i said this just isnt my kinda map.
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Post by Le Ray [Q2C] on Aug 9, 2004 6:52:19 GMT -5
X7, just sent you the link. leray30 will be in the mapping contest
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Post by Le Ray [Q2C] on Aug 9, 2004 7:08:36 GMT -5
Hey Neur0, I understand if you don't enjoy this style of map. I just felt like doing something a little different. To tell you the truth, space maps aren't my favorite either, but I feel that some will enjoy this map. Cool The reason I did this is because all of the powerful weapons will be located on the pads at the end of the rotaters. Wanted to make it a little harder to get to. But I may be able to speed them up a bit. Good catch, I will fix this problem. Yes, it was very hard trying to find a white texture to use. I felt this would fit the idea. I will be adding light to the inside of the houses and moving the spawn points around. I will also be adding a few teleporters. No problem, that's what I wanted, honest comments. Hopefully, I can pull this map together, because I really think it will be fun. No problem Neur0, thanks for taking the time to test it and give me your comments.
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Post by GrassHopper on Aug 9, 2004 15:29:07 GMT -5
Hay! .. Given my LOX based view I'll say .. WHERE ARE THE GUARDRAILS?? lol .. push/pull will be rackin up some - points I was missing the texture for the elevator pad (had beta 4) I agree if you can speed up the rotation on the pads that would be cool. Great sky effects! More comets, more comets, what the he** are you guys doing up there? .. more comets, hold the asteroids .. more comets .. more comets ...hehe .. gonna be a good 1
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Post by Le Ray [Q2C] on Aug 9, 2004 15:31:14 GMT -5
Hey GH, I'll speed up those solar panels a bit and I already added more coments. Thanks for checking it out!
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Post by Wixen1 [Q2C] on Aug 9, 2004 17:50:37 GMT -5
Hi Le Ray. Well i think its my turn now, hope we will be friends after this!!! Everything said here is in remembering that we all have different taste, right!? I think the sky is way too brigth, beeing in space it schould be darker. I love the holes, but maybe u schould concider making the fall down into them, not kill u, but bounce u up again, like in map WTF!2. That would be fun. ;D I agree about the rotation speed schould be faster. I love the meteors, make them go slower thou. I really like the texture of the weapon rooms but then again, the walking patch dont seems to fit with them (we are in space, and they look like my driveway ) We need more lightning in weaponhouses, said before. Then i think if it is ment to be a deathmatch it schould have some cover areas (hideouts/camping spots) or els its going to be more like a railgun map. Finally, maybe some more teleporters, and perhaps a jumppath In all i think this is only the beginning of a very great map to come. I really love the WTF!3 map and played it for years, so u know i am into these outer space thingy. And as u have said before: get out of your rutine and create something different. You are on the right track my friend, keep going... i know u can do it.
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Post by Le Ray [Q2C] on Aug 10, 2004 6:23:58 GMT -5
Hey Wixen1, The map you guys are testing is an early version of the map. I have made many changes and I'll release another one for testing soon. Thanks for the comments, I'll see what I can do.
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Post by Le Ray [Q2C] on Aug 10, 2004 11:49:56 GMT -5
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Post by Le Ray [Q2C] on Aug 10, 2004 13:39:39 GMT -5
O.K. Beta testers.... I have a new version of the map up for testing. I changed some things and also used some of your comments to fix the map. If you have the download link, please replace the previous number with the number 8 to get the latest version. The map is really starting to take shape now. Almost there. Thanks.
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zorius
Quake 2 Mapping Club
Posts: 103
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Post by zorius on Aug 10, 2004 14:03:21 GMT -5
Ehh, my friend. Let me see that map, if it starts to take shape!
BYE
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Post by Le Ray [Q2C] on Aug 10, 2004 14:19:13 GMT -5
Check your messages Zorius, I sent you the link. Thanks for the support
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Post by GrassHopper on Aug 10, 2004 18:11:10 GMT -5
I've got a coupla wavs for ya to hear once you figure it out . Were do you want them sent? (If you would like to check em out)
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Post by draxi on Aug 11, 2004 4:21:20 GMT -5
textures/evil/ev99.wal is missing! sound/misc/trigger1.wav is missing too!
is it just me or?
map is getting nice btw, but i must say i agree with Neur0, so far it's a step backwards for ur mapping...
but, if ur standing by a cliff, its better to take a step backwards then a HUGE step forward!
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