Q4 Space CTF Beta2 **UPDATE - Check Original Post For A Poll

What to do with the BFG Platform

Poll ended at Tue Nov 22, 2005 12:50 pm

 
Total votes: 0

waterboy4800
Posts: 16
Joined: Mon Nov 07, 2005 12:15 am

Q4 Space CTF Beta2 **UPDATE - Check Original Post For A Poll

Post by waterboy4800 »

Download Updated Link
Q4 Space CTF (Thanks -3de- )
or
Q4 Space CTF

Beta 2 now released, changes you guys were looking for have been implemented and lighting has been brightened.

Tell me if you have any other issues or ill realese this as a final and submit to main quake 4 sites.

Which sites are hosting maps?

Thanks Guys

Screens ( Not Updated )
Image
Last edited by waterboy4800 on Tue Nov 15, 2005 11:48 pm, edited 4 times in total.
Kiltron
Posts: 66
Joined: Thu Aug 11, 2005 1:59 am

Post by Kiltron »

Looks good mate.....and plays nice and smooth which is the important part. So far no problems. :)
Kypt
Posts: 12
Joined: Mon Oct 31, 2005 4:21 pm

Post by Kypt »

There anyway you could not use the incredibly crappy space skybox that ID/Raven decided to put out w/ their space maps? It just looks like someone barfed coffetti on the sky and its horrible...

Other than that, nice map mate :D
waterboy4800
Posts: 16
Joined: Mon Nov 07, 2005 12:15 am

Thanks

Post by waterboy4800 »

Thanks guys, Yeah that skybox is pretty lame, I'll look for a better one for final release or just go pure black so the sky box isnt distracting.

Thanks for the comments so far.

Kiltron, I must say nice work on everything you've done with d3 and quake 4 so far :)
Kiltron
Posts: 66
Joined: Thu Aug 11, 2005 1:59 am

Post by Kiltron »

If you're seriously gonna replace the skybox, if you're interested, go ahead and steal the one in my Neutral area. The fs3_neutral_up.tga replicated as the whole thing would work.
waterboy4800
Posts: 16
Joined: Mon Nov 07, 2005 12:15 am

Post by waterboy4800 »

Sounds like a plan, Next release i'll try that one out. Next version will probally be the final one. Map is really basic and simple. Just need to see if anyone can notice bugs or request other changes.

Thanks Kiltron, ill toss that in and give it a shot
waterboy4800
Posts: 16
Joined: Mon Nov 07, 2005 12:15 am

Post by waterboy4800 »

nice Suggestion Kiltron, Added alot of character to the map

Heres some shots

Image

Image
Kiltron
Posts: 66
Joined: Thu Aug 11, 2005 1:59 am

Post by Kiltron »

Doh........I didn't mean my whole skybox, I meant just the stars to replace yours. Just please don't do that. We don't want 2 maps out with my whole skybox....heh! ;)
waterboy4800
Posts: 16
Joined: Mon Nov 07, 2005 12:15 am

Post by waterboy4800 »

lol ok, ill try that out too. :P
Aquashark
Posts: 11
Joined: Mon Nov 07, 2005 9:54 am

Post by Aquashark »

hmm.. i see more fit the black skybox from the original
skies can be distracting (even more when considering the hard to see CTF colours and the slim player models) and don't look that good.

and another thing: on the railgun platforms in this map you can't shoot through the transparent floor like in the original. that is useful against rail campers sometimes
Note that the name of the show is "Trippin'" and not "Tripping" because the addition of the letter "g" would not be consistent with the views of MTV's urban youth demographic who tend to frown upon linguistic formalities such as proper enunciation. I mean, proper 'nunciation, yo!
-- maddox
d3fin3d
Posts: 39
Joined: Thu Oct 20, 2005 12:17 pm

Post by d3fin3d »

Waterboy - If you decide to remake another Q3 CTf map, it would be great if you could try Q3ctf1 (although obviously a lot more omplicated than ctf4).

Someone needs to recreate that one at some point :)
Oeloe
Posts: 1529
Joined: Fri Mar 19, 2004 8:00 am

Post by Oeloe »

You stole that teleporter model, didn't you? You should create something of your own... It doesn't have to look exactly like the one in q3ctf4 either (preferably something that fits the Q4 style).

I agree there should be a grate in the rail platforms.

@d3fin3d: there is a remake of q3ctf1 but sadly it's not very accurate:
http://www.johannes-kemper.de/
Anhedoniac
Posts: 103
Joined: Wed Feb 07, 2001 8:00 am

Post by Anhedoniac »

One more vote for putting the rail grate back! The rail platform is far too safe for campers now.

There should be a grate on the dark matter gun platform as well IMO, for the same reason as the rail platform.

Other than that, great job!! Keep us posted.
Oeloe
Posts: 1529
Joined: Fri Mar 19, 2004 8:00 am

Post by Oeloe »

Imho the DMG shouldn't even be there. The BFG was only used by noobs on ctf4, so perhaps some powerup (regen for instance) would make that platform useful.
waterboy4800
Posts: 16
Joined: Mon Nov 07, 2005 12:15 am

Post by waterboy4800 »

Indeed, DMG is Lame, Need a vote on what to put up there, anyone got any other suggestions?
Anhedoniac
Posts: 103
Joined: Wed Feb 07, 2001 8:00 am

Post by Anhedoniac »

I think the DMG beeing there is fine - it's a difficult place to get to with all those rails watching - but I think it should only hold ammo for one shot: One chance to break up the defence. CTF4 is after all a map with a base that's pretty easy to defend, and breaking a defence that's taken root doesn't hurt IMO.
BrotUser
Posts: 1
Joined: Tue Nov 08, 2005 2:44 am

Post by BrotUser »

nice work so far.


it's not the DMG. it's just the placement.

look:
atm it's possible to grab it by jumppad + rocketjump
Image

in q3 this was impossible
Image

just move the spawn a bit and everything is fine ;)
sil
Posts: 4
Joined: Sun Oct 30, 2005 1:30 am

Post by sil »

maybe u should make a grid-ground here like q3ctf4, so u can spam on flag with nadez :icon25:
[lvlshot]http://213.202.210.70/~marcus/q4/ss/shot00001.jpg[/lvlshot]

maybe here some light's would be good
[lvlshot]http://213.202.210.70/~marcus/q4/ss/shot00002.jpg[/lvlshot]

plz delete the respawn points there
[lvlshot]http://213.202.210.70/~marcus/q4/ss/shot00003.jpg[/lvlshot]

LVLSHOT TAG IS YOUR PAL -mgmt
[img]http://213.202.210.70/~marcus/signatur/Sidious.gif[/img]
waterboy4800
Posts: 16
Joined: Mon Nov 07, 2005 12:15 am

Post by waterboy4800 »

Thanks for the suggestions, these will be addressed and ill have a final release for the weekend :)

Thanks again guys
o'dium
Posts: 11712
Joined: Sun Mar 25, 2001 8:00 am

Post by o'dium »

I think ill make a space map next. Piss easy to do, takes half an hour and needs next to no vis at all. Sounds like my cup'a'tea :p
R00k
Posts: 15188
Joined: Mon Dec 18, 2000 8:00 am

Post by R00k »

I played around on it for a bit last night, and it plays almost exactly like the original, even as far as RJ'ing off jumppads and such.

Good work man. Once the skybox and the grate on the platform are fixed, I think it'll be a great map. I'm personally in favor of removing the DMG as well.
Anhedoniac
Posts: 103
Joined: Wed Feb 07, 2001 8:00 am

Post by Anhedoniac »

o'dium wrote:I think ill make a space map next. Piss easy to do, takes half an hour and needs next to no vis at all. Sounds like my cup'a'tea :p
What's the name of that TA CTF map...Vortex? I wouldn't mind seeing a conversion of that as well!
waterboy4800
Posts: 16
Joined: Mon Nov 07, 2005 12:15 am

Post by waterboy4800 »

Is the lighting that dark on everyone else's machine? Is my brightness cranked that much?
o'dium
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Joined: Sun Mar 25, 2001 8:00 am

Post by o'dium »

waterboy4800 wrote:Is the lighting that dark on everyone else's machine? Is my brightness cranked that much?
You did use the same lighting as stock Q4 maps yes? I mean you can just copy/paste the lights if its that hard to get it right really.

Ambient light, then small point lights.
R00k
Posts: 15188
Joined: Mon Dec 18, 2000 8:00 am

Post by R00k »

Anhedoniac wrote:
o'dium wrote:I think ill make a space map next. Piss easy to do, takes half an hour and needs next to no vis at all. Sounds like my cup'a'tea :p
What's the name of that TA CTF map...Vortex? I wouldn't mind seeing a conversion of that as well!
I'd love to see that one too. Was a little overplayed in TA, but it was a seriously fun map and I'd love to try it out in Arena CTF.
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