q4dm3 remix
q4dm3 remix
if any competitive types want to give these a whirl:
2 map files:
mp/q4dm3remix1beta - centered around RA, YA, mega for 1v1
mp/q4dm3remix2beta - centered around quad, RA, YA, mega for 2v2 (has a little more health also)
both maps have 2x RL, 1xSG, 1xLG, 1xGL, 1xRG
they *should* run a bit faster than the stock map as well
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right click and save:
http://www.tequilasplace.com/q4dm3remixbeta.pk4
*edit*
this link will be updated / overwritten till there is a final version.
2 map files:
mp/q4dm3remix1beta - centered around RA, YA, mega for 1v1
mp/q4dm3remix2beta - centered around quad, RA, YA, mega for 2v2 (has a little more health also)
both maps have 2x RL, 1xSG, 1xLG, 1xGL, 1xRG
they *should* run a bit faster than the stock map as well
---
right click and save:
http://www.tequilasplace.com/q4dm3remixbeta.pk4
*edit*
this link will be updated / overwritten till there is a final version.
Last edited by tequila! on Fri Nov 04, 2005 7:04 pm, edited 1 time in total.
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it looks more or less like the original, except for a couple new things for teleporters - so i didn't take any pics.
mostly looking for gameplay feedback, as the "1 yellow armor and 1 invis powerup" item layout in the original perplexes me.
i think lunaran did the texturing on it, and it is rather nice as is, considering how simple most of the geometry is. some i'm not changing it except for a few odds and ends.
mostly looking for gameplay feedback, as the "1 yellow armor and 1 invis powerup" item layout in the original perplexes me.
i think lunaran did the texturing on it, and it is rather nice as is, considering how simple most of the geometry is. some i'm not changing it except for a few odds and ends.
ugh that map is so bad, and so UT. its too cramped and too curvytequila! wrote:
mostly looking for gameplay feedback, as the "1 yellow armor and 1 invis powerup" item layout in the original perplexes me.

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- Posts: 3
- Joined: Sat Nov 05, 2005 4:55 pm
help pls
tequila for some reason i cant get it to load. It doesn't show up on my list nor can I call it from console, its in my q4base dir.
I've been able to run it from the console, and from the pk4 file, this way:
si_map mp/q4dm3remix1beta
spawnserver
(si_map mp/q4dm3remix2beta for 2v2 version)
This sets up the map to load when a server is started, then starts a local server.
You can run it with devmap as well, but it will load up with singleplayer settings for movement and items.
Post again if this doesn't work, I'll try to find out what's wrong.
si_map mp/q4dm3remix1beta
spawnserver
(si_map mp/q4dm3remix2beta for 2v2 version)
This sets up the map to load when a server is started, then starts a local server.
You can run it with devmap as well, but it will load up with singleplayer settings for movement and items.
Post again if this doesn't work, I'll try to find out what's wrong.
The map is available for download as a pk4, which you should just put in your q4base directory.Robcq wrote:Nice work man. I just created a local server and ran around a little bit. Now i want to upload this to my private server. Do I put the map directory in the base? Or do i have to create a pak file, then upload it? I just want to make sure before I mess anything up.
Forgot to mention - I'm working on a few improvements while these are tested:
-raising ceilings at teleporter exits so you don't bonk your head when jumping through them.
-widening the new curved 'RL corridor' at the bottom level of the map.
-misc. texturing, hopefully for the better, as I said I think lunaren's job is already nice for such simple geometry so only small changes.
-I'll take a good look at lights / vis portals for performance before releasing a final.
It's going a little slowly as I'm painting my apartment at the moment also. I figure the currently available versions are decent for testing, so hopefully no biggie.
-raising ceilings at teleporter exits so you don't bonk your head when jumping through them.
-widening the new curved 'RL corridor' at the bottom level of the map.
-misc. texturing, hopefully for the better, as I said I think lunaren's job is already nice for such simple geometry so only small changes.
-I'll take a good look at lights / vis portals for performance before releasing a final.
It's going a little slowly as I'm painting my apartment at the moment also. I figure the currently available versions are decent for testing, so hopefully no biggie.