X7[Q2C]
Clan Q2C
100%
Quake II[x=x7a]
Posts: 1,429
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Post by X7[Q2C] on Sept 3, 2009 23:05:26 GMT -5
q2c7_mikemc q2c7_mikemc.bsp q2c.tastyspleen.net/maps/con_7/q2c7_mikemc.zipJudges scoresJudges comments:James[Q2C]:Would be good for maybe 1v1 rails or something. Dervish:Sadly this map is unfinished. I like the pipes and columns and the grate walkways and the room overall had a nice feel, but that was all there was to it. Spawn Girl:Horrible. Great conectivity... Wixen1 [Q2C]:n/a Mr. LemonyFresh:ok. When i decided to pull out of the competition, it was at a point quite a bit past this in progress. I think you've gotta know when something is worth submitting. There doesn't seem to be a whole lot to this map. And what there is isn't great either. Same old yellow/orange/red hue colour scheme, nothing much else to speak of.
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spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
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Post by spirit on Sept 4, 2009 6:52:05 GMT -5
When I spawned into that small room and saw those cool pillars, I thought ' Hey, this looks promising!'. Then I searched for a way out of the room and I didn't find any. A pity the map wasn't finished. In this state it's pretty useless.
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Mikemc
Quake 2 Mapping Club
Reminiscing this & that & having such a good time
Posts: 344
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Post by Mikemc on Sept 5, 2009 17:30:26 GMT -5
It's too bad you feel disappointed but this is it, this is the COMPLETED map. This is everything I was thinking and all that I wanted to include. The weapons are the ones I wanted, shotguns and grenades, and it is meant for 1 vs 1 or a 2 vs 2 violent mess.
I feel that I have improved over the very first map (some square space platform) in that this one is lit, has matching textures and an actual theme in that it really could exist. Position in the contest means nothing to me, only that I have actually finished a project, and handed it out.
- Mike
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Post by peeweerota on Sept 5, 2009 18:52:16 GMT -5
I'm going to jump in here. I made a map almost EXACTLY like this like 10 years ago. These kinds of maps are an absolute blast. I mean yours looks tons better than mine did, but the concept is still the same. Tight corridors and you have to fight tooth and nail for every last piece of ammo. I'm really looking forward to playing this one on sunday. (unfortunately it is not currently on the TS maplist ) I understand how it wouldn't score will with this type of scoring system, but as for play, it should be pretty solid. ... For reference, here is the map that I was referring to, judge_peewee.bsp www.angelfire.com/ga3/rotaclan/weirdpak3.zip(lol i spelled lawyers wrong)
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yendor
Quake 2 Mapping Club
is
Posts: 105
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Post by yendor on Sept 5, 2009 23:00:35 GMT -5
I jumped into this on local 1v1. After spending a couple minutes trying to find a way out of the door, and having an opponent that kept blowing me up while sniffing around for a button or something, eventually the rage of battle took over, and what ensued was a bloody tight-quarters battle that was good ol' fashioned frag-o-matic fun! This map is not the failure that some make it out to be.
So while this map is very simple, it is eminently functional. And both of us aree that s-shotguns and grenades are friggin great! Good down-and-dirty fun. For what it's worth, I would encourage one of two steps:
1. Expanding this one-room map into a full level with hallways, etc., or, 2. Scale what there is by about 1.5x in Xand Y, leaving Z alone.
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spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
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Post by spirit on Sept 6, 2009 8:36:37 GMT -5
Ah ok, it's supposed to be a tiny duel experiment. Sure, you can play it and its fun for a few mins. But lets say it gets repetitive quickly. Maybe you could make an expanded version. Here's a suggestion, the orange part is your current map. Copy it 3 times, add the central room and put a powerfull item (YA or MH) where the green marker is to draw players to the central room from time to time: Would need some small adjustment to these platforms on the upper level I guess. Maybe connect them to the central room and put a JP at the green marker to get up there? The parts marked in blue on the next image would be the upper level then: That way you'd also get some more vertical action in there. Many possibilities... (My layout idea is kinda stolen from d2map7, Doom II's Dead simple.)
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yendor
Quake 2 Mapping Club
is
Posts: 105
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Post by yendor on Sept 6, 2009 11:15:01 GMT -5
Spirit, what editor is THAT?!? Actually I'd call it Napkin-BSP... or just use the random map generator (Ben) that I wrote, which works great for sketching out little map ideas like this.... This only shows one horizontal level of the map... the raised platforms you mentioned are there (check out the MAP/BSP)... The resulting MAP and BSP: firelightgroups.com/rod/ArenaTest.MAPfirelightgroups.com/rod/ArenaTest.bspTook about 5 minutes to do - VERY clunky interface, but it does work and the maps don't leak Get Ben at firelightgroups.com/rod/Ben2.zip
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m
Quake 2 Mapping Club
Posts: 416
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Post by m on Sept 6, 2009 16:28:35 GMT -5
It's too bad you feel disappointed but this is it, this is the COMPLETED map. This is everything I was thinking and all that I wanted to include. The weapons are the ones I wanted, shotguns and grenades, and it is meant for 1 vs 1 or a 2 vs 2 violent mess. I feel that I have improved over the very first map (some square space platform) in that this one is lit, has matching textures and an actual theme in that it really could exist. Position in the contest means nothing to me, only that I have actually finished a project, and handed it out. - Mike Always make what you want first and foremost, kudos for that. The one room left me wanting more as well...so always do what others want...oh wait! Did I contradict myself?
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Mikemc
Quake 2 Mapping Club
Reminiscing this & that & having such a good time
Posts: 344
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Post by Mikemc on Sept 7, 2009 4:07:18 GMT -5
It's too small to be taken seriously.
It is small for the above reasons, but also because anything more and I would have switched to another project - I almost didn't even finish it! Really, I wasn't expecting anyone to give a damn, thanks for the helpfull comments! Yes, I have thought about expanding it over time, but nothing really in mind yet. Although I do agree, the lighting is pretty bland.
And thanks for the Randmap Generator link, but have you heard of "Tsunami Random Map Generator"? It builds a map out of pre-made .map files.
- Mike
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yendor
Quake 2 Mapping Club
is
Posts: 105
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Post by yendor on Sept 7, 2009 8:29:00 GMT -5
I have indeed seen the Tsunami thingy. It makes mazes, not maps. They look pretty because they're generated from pre-fabs, but are simple 2-d mazes. Ben's maps are butt-ugly to look at, but are complete playable 3D levels with rooms, hallways, lifts and stairs, and items. The Ben algorithm emphasized the substance of map generation algorithm, while the Tsunami project makes good looking but dead-simple mazes.
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