Todtsteltzer wrote:Hmm, is it just me or does this map scream for a shotgun?
Thought about that, I think it's not necessary. But where would you have put it though? I want to keep the Plasma, it's very helpful in this map IMO...
^misantropia^ wrote:
Todtsteltzer wrote:Version 2, only upper RL:
LG on current spot of lower RL
SG on current LG spot
I like that one. But I also see a (CPMA) problem here: player 1 does a run from MH to RA in under five seconds and grabs the RL and RG along the way, meaning player 2 is now stuck with the inferior YA, LG and SG (PG?).
Ok, forget my comment about the shotgun. I played the map in CPMA (and had to realize again that I'm just too old for this kind of fast gameplay :icon32:) and although it would be nice to have a SG for vQ3, you're right that it's not necessary for CPMA.
@TodtsteltzerIf you like to play this map in vq3, I'll do an extra itemset for you with SG, with only one RL and other minor adjustments.
The only issue I see by playing it vanilla is the crates on the container at upper YA. Do you play it via OSP? IIRC there is the option to callvote4 a map-cfg, right?
Progress goes like this: Small things to fix, design a ncie item-layout, for vq3 and cpma as well, release it final.
@misantropia: I still don't understand where to put
"vertexremapshader" "NORMALSHADER;VERTEXSHADER"
Where NORMALSHADER is the lightmapped shader and VERTEXSHADER is the, well, vertex shader
Add a key/value pair to worldspawn for every shader you want remapped but give every key a unique suffix (e.g. vertexremapshader01, vertexremapshader02, etc.).
sumatra wrote:@TodtsteltzerIf you like to play this map in vq3, I'll do an extra itemset for you with SG, with only one RL and other minor adjustments.
The only issue I see by playing it vanilla is the crates on the container at upper YA. Do you play it via OSP? IIRC there is the option to callvote4 a map-cfg, right?...
Thanks, but there's no need to make an extra itemset for vQ3, because you can't vote mapcfgs in OSP (or any other vQ3 mod I know) .
sumatra wrote:@TodtsteltzerIf you like to play this map in vq3, I'll do an extra itemset for you with SG, with only one RL and other minor adjustments.
The only issue I see by playing it vanilla is the crates on the container at upper YA. Do you play it via OSP? IIRC there is the option to callvote4 a map-cfg, right?...
Thanks, but there's no need to make an extra itemset for vQ3, because you can't vote mapcfgs in OSP (or any other vQ3 mod I know) .
thats probably one of the biggest disadvantages of OSP regarding CPMA... :icon23:
Do you generally think it would work in Vanilla?
If so I would like to do an extra pukka3tourney2-VQ3 Version.
I want to satisfy many quakers
..and sometimes even I play vanilla, just for fun..
sumatra wrote:@misantropia: I still don't understand where to put
"vertexremapshader" "NORMALSHADER;VERTEXSHADER"
Where NORMALSHADER is the lightmapped shader and VERTEXSHADER is the, well, vertex shader
Add a key/value pair to worldspawn for every shader you want remapped but give every key a unique suffix (e.g. vertexremapshader01, vertexremapshader02, etc.).
those lines.
Open your map in Radiant, select a brush that is not part of a func_group or trigger_* entity and press N to bring up the entities screen. Add a key vertexremapshader with the value textures/sumatra/sometexture_lm;textures/sumatra/sometexture_vertex
textures/sumatra/sometexture_lm is the shader you want to use in lightmapped mode while textures/sumatra/sometexture_vertex is meant for (obviously) vertex lighted mode. If you are going to remap more than one shader, don't use vertexremapshader (keys have to be unique) but vertexremapshader01, vertexremapshader02, etc instead.
sumatra wrote:thats probably one of the biggest disadvantages of OSP regarding CPMA... :icon23:
For mappers perhaps. OSP players are missing out on good netcode, the ability to change game modes without map restarting, no 125 fps dependance, etc etc. I guess 9 out of 10 OSP server admins has never tried a (recent) release of CPMA.
HAH friction wouldn't allow you to totally change direction in the air. Also, lots of cpma'ers don't like playing in vq3 physics so they won't vote it.
sumatra wrote:...
Do you generally think it would work in Vanilla?
If so I would like to do an extra pukka3tourney2-VQ3 Version.
I want to satisfy many quakers
..and sometimes even I play vanilla, just for fun..
sumatra
IMO your map plays great in vanilla (you may get stuck at the crates on the container at upper YA but they are not a big problem with 125+ fps ). When playing with four bots I made more frags with the shotgun (after I changed the item layout) than any other weapon, because there were a lot of face to face situations (which may not happen that often in tourney). That was the reason for my question about the SG.
Edit: There's a missing nodrop brush in this slime pool (entrance to RA area):
[lvlshot]http://www.todtsteltzer.de.vu/feedback/pukka3t2/pukka3t2_05.jpg[/lvlshot]
I tried to make an item set for FFA (vQ3?!) with RA/YA/MH/Quad and 1 RL. Maybe you want to give it a try: pukka3t2_todt.zip
Edit 2: I just noticed that the weapons stay in all slime pools so I think you made this intentionally. May cause some problems with the bots though.
I think the itemset should work, but I was wondering how many players this map could handle. Thought about a max of 4 pl.
Should be fun, ye, but if I do a vq3-Version of this map, I want to do just one. So don't you think it might be more rewarding to design it for 1on1 play?
On the other hand I couldn't create any working 1on1-set for vanilla with only 1 RL and RA,YA,MH theme yet.
I'm still on it. I'll tell you when I got it.
But I still like the idea of designing a special Vanilla Version.
Played it few times against bots, plays well.
I want to finetune the container/crate-situation though...