|
Post by Requiem on Jul 30, 2004 10:59:22 GMT -5
Fellow Quake2 Enthusiasts! I am happy to announce the beta release of rqmctf1. You can download it here: www.planetquake.com/rqm/rqmctf1beta.zipScreenshots are available at my website: www.planetquake.com/rqm(note, some screenies are a bit older) I have included an .aas file. Since it is a CTF map, make sure you "set game ctf" and bind a key to the grappling hook before firing up rqmctf1. Additionally, I'm looking for an interested server admin to host a special evening of rqmctf1! Please reply to this forum if interested. I look forward to your comments.
|
|
|
Post by Le Ray [Q2C] on Jul 30, 2004 11:24:19 GMT -5
Requiem, Thanks for the link... I will take a look at it early next week. No time right now, but I will get back to you as soon as I can. Looking forward to checking it out!
|
|
Derimok
Quake 2 Mapping Club
Posts: 198
|
Post by Derimok on Jul 30, 2004 18:17:42 GMT -5
the map is excellent once again Requiem , but i still think it suffers from being too big .. the time it takes to get from the red flag to the blue is around 20 secs so theres nothing wrong there , the layout is good if your going in a straight line but its just too slow trying to find a weapon then going back on course i dunno, ive played ctf for some time now and im used to smaller maps with you being in the action straight away after spawning but with this it seems to have too many places the flag holder could hide the intire match even , too many escape routes for the flag holder, anyway who cares what i think , you did a good job on it
|
|
|
Post by Panzer13 on Jul 30, 2004 18:17:43 GMT -5
WOW! Fantastic brushwork, although I sure would love to see this dressed out in some newer textures and without anyone to play with (bots just don't do it for me) I can't comment on the gameplay yet, but it looks to be a very sweet addition to any CTF server rotation!
|
|
Derimok
Quake 2 Mapping Club
Posts: 198
|
Post by Derimok on Jul 30, 2004 18:19:22 GMT -5
bet you by 1 sec panzer
|
|
|
Post by Panzer13 on Jul 30, 2004 18:26:44 GMT -5
Of course...I dunno if anyone suggested this, but with the sheer size of the map here, have you considered making an awaken2 assault version? Personally I love the huge monolithic structures...very reminiscent of Q3A style architecture and the r_speeds are kept to an incredibly low 800 in the flagrooms. Very nice work both with the brush creation and in vis blocking!
|
|
|
Post by Requiem on Jul 30, 2004 19:20:22 GMT -5
Yes, I agree that RQMCTF1 is simply too big for daily gameplay. It is designed to support up to 32 players. To be honest, this map simply turned into my "dream map." I don't expect to ever find it on a server simply because there isn't enough realtime interest in Quake2 CTF to support such a large map.
Oh well, that's the joy of having mapping as a hobby. I can build what makes me happy and not worry about its applicability.
Many thanks for your kind compliments. The more you play the map, the more you feel comfortable negotiating the many avenues between bases. And, as I tried to mention in an earlier post, using the grapple (although not required as a means to move around) definitely helps speed-up gameplay.
|
|
|
Post by tIKi_mAn on Jul 30, 2004 21:11:58 GMT -5
i will not say anything about your download link (^_^) *click* some pheedback asap.
|
|
|
Post by Le Ray [Q2C] on Aug 2, 2004 7:54:50 GMT -5
Man, this is one HUGE map! I think it would be pretty cool to play on CTF. You would have to have at least 10 players. I noticed one spawn pad near the rail gun is off the floor a bit. You may want to lower it to the floor and there is one area where you spawn that is kind of hard to get out of. It's below the rail gun. You have to jump up on a wall to get out of this area. You may want to add a ladder or something. I would also lower the lighting on the sky just a little. I find it's a little bit too bright outside. Other than that, this is a very nice map and I think you did a good job on it! Le Ray
|
|
|
Post by Requiem on Aug 2, 2004 11:33:12 GMT -5
Hey LeRay,
Could you more specifically describe the location of the "off the ground" spawnpoint? I checked all the sp's near the three railguns in the map, and didn't find any of them misplaced.
Also, please try to describe the location of the "difficult" spawnpoint. Having trouble finding the one that matches your description.
|
|
|
Post by Le Ray [Q2C] on Aug 2, 2004 11:58:58 GMT -5
The area thats hard to get out of is the area located near the Super Shotgun which is located at the end of a bridge over lava. You have to jump to the bridge, then go up another small bridge, when you get to this area, you are looking up at the rail gun that is accessible by the 2 laser moving platform. There is also a tube that's in the lava. This area is hard to get out of. Hope you know where I'm talking about.
The spawn point that's off the ground is located by the a rail gun and the regular shotgun near a water canal. There is also an underwater breather in this area.
|
|
|
Post by Requiem on Aug 2, 2004 13:07:39 GMT -5
Currently compiling with corrections and modifications.
|
|
|
Post by Wixen1 [Q2C] on Aug 3, 2004 14:10:55 GMT -5
Hey Requiem. Il be happy to act server for that evening, just let me know. I often do days or weeks with maps made by only one mapper. I would like to test your rqmdm5, but cant find it anywhere
|
|