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Post by Kiddie Fresh on Jul 15, 2004 9:05:05 GMT -5
Hiya guys. After sulking at all of my unfinished Quake2 maps, I decided that I was going to just post this one. I was still working on the map when I started getting errors. After a couple weeks of trying different approaches, I ended up finishing it up 'as-is'. If you like tight walkways and close combat, then this is the map for you! The map was not made with any mods in mind, but I'm sure that it'll work nicely with whatever you are using. I have 2 more maps that I would really like to finish. One is giving me stupid errors, and the other one is nearly overwhelming! Both maps are extremely unique and neither one reminds you of Q2. Well...sorry for the blah blah. Go check it out now! www.vr2.cc/misc/vr2_1.zip (If you find any probs, I will not correct them. Work is completed on this map and I'm sick of it!) -Kiddie Fresh
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Post by Le Ray [Q2C] on Jul 15, 2004 9:34:56 GMT -5
K.F. and I have had many frags on this map! Worth the download Very good map for his 1st release, good job K.F.
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Post by Stah on Jul 15, 2004 17:20:48 GMT -5
could argue with item placement, but the brush work is very good there are really kewl ideas in the map, and also lighting is vGood!
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Post by Le Ray [Q2C] on Jul 16, 2004 6:30:45 GMT -5
It does have some very nice ideas.
I told K.F. he should get off his butt and make a map for the contest ;D
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Post by Kiddie Fresh on Jul 16, 2004 11:17:15 GMT -5
Stah,
the item placement is definetley different than a typical map!
In the warehouse, I set the rocket launcher on a high shelf and the railgun in the same room (but on the first floor). The concept was to promote firefights on 2 different levels. I thought the top level would be at an advantage, so I made the upper level a little narrow, and left the wall-beams sticking out a little, so that it would not be so easy to strafe back-n-forth so easily. The crate placement down below provides a little easier movement, but a little less protection.
Now, the other rooms, I wanted to have an 'electric' room which powers the entire facitlity. It only made sense to put lots of cells there. There's a supply room, with lots of wearable gear inside. There's an armoury with lots of....well...armour.
Instead of scattering all items throughout the map, I scattered the rooms instead. So, people will run to the armoury for armour, the warehouse for cool weapons and ammo, and so on.
The map was supposed to have a medical area as well (on the upper level of the electrical room and an entry from the eerie red control room), but the map started freaking out, so I wrapped it up as-is'.
I want to have my maps make sense instead of having a player walk down a hall and have a weapon or power-up lying on the floor. It only makes sense, because that is how other map makers have always done it.
My next map will have an armoury, ammo dump, weapons facility, health facility, equipment room, electrical room, and advanced research lab. That way instead of running to a weapon, you run to a room with a purpose. Also, if someone gets hurt badly, you'll have an idea that they will run straight to the medical area for health.
Now does it make sense? ;D
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Post by Stah on Jul 16, 2004 13:38:07 GMT -5
of course, that is as obvious as logical. I agree with you that the usual item placement makes no sense at all! and in your map everything is where it shoiuld be. the only question is, how playable can that be... afte reading your explanation i came to a conclusion, that indeed such item placement can be fun to play - yes you can armour yerself to the maximum in the armoury, but you actually have nothing to hurt your buddies out there packing themselves with bfgs and whatever - and on the oposite side - grab a railgun and as much slugs as you like, but try to survive without any protection... there's only one problem : lets say we have 2-3 players. if anyone gets enough advantage to visit armoury and weapon warehouse, the rest may just run, hide and count on some accidential rail spawn in front of their nose... this is just theory, unfortunately i have no server to try the map out and i can onlu run around and visualise
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Post by Le Ray [Q2C] on Jul 16, 2004 13:51:39 GMT -5
Stah, do you have a bot program? I have one to test out my maps and just to practice with. You could check out K.F.'s map with something like this. It's a must for the judges in the contest. If you don't have one, let me know and I'll hook you up!
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Post by Stah on Jul 17, 2004 6:03:31 GMT -5
I've tried cr-bots, erasers, gladiators, and finally zig-rock2 (or smthg), and i know two things: 1: bots are weak oponents, do not actually make a challenge (at least in q2, still having some problems in q3, maybe because i dont play it much ) 2: they have no fun of playing, aren't tricky at all, and do not use even 50% of map potential just run around grab the guns they can reach, and shoot at randomised angle... If only judges lived closer to each other they could arrange some judgin' deathmatch, wich would give so much better impression of maps... i'd like to see some demos from such event
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