CTF FPS Maps released

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Dr4ch
Posts: 96
Joined: Thu Nov 03, 2005 6:36 pm

CTF FPS Maps released

Post by Dr4ch »

So here it is !

This time gameplay changes were added so the most obvious flaws of the maps are fixed and to prevent lot of remixes.


Gameplay changes ( suggested by [CB]erazor ) :

ctf1 :
- added shotgun to middle area

ctf2 :
- added haste-PU in the middle for some heated action

ctf3 :
- switched positions of rail <-> RL to make base a bit less rail extreme
- changed mega to regen to give the middle room more action

all maps :
- To prevent the defensive style q4 has at default the spawns changed on most maps (all spawns were in the base in the original maps)

Technical changes :

ctf1 :
- removed 2 lights in centralroom
- added 1 ambientlight

ctf2 :
- removed 6 lights in orange base that were not on the green base
- added spawns that orange was missing

all maps :
- removed doubled lights (green light on top of orange ones, etc.)


Download :

http://XLHost.de.spamscan.tv/fps-ctf-mappack.zip

http://rapidshare.de/files/7726031/fps- ... k.zip.html

http://download.gods.eu.com/fps-ctf-mappack.zip

http://levi.teamspeak.org/dl/redirect.php?fileid=1518

http://home.arcor.de/ipxdraze/q4/maps/f ... appack.zip

thx to

god`kruemel

draze-q4

Levi\240

gonzooznog471 @ Image
Oeloe
Posts: 1529
Joined: Fri Mar 19, 2004 8:00 am

Post by Oeloe »

Nice work and good that you took the liberty to make some gameplay improvements as well! Will check this out soon.

A beta version of the TDM (FPS fixes also worked on by Drach, and some gameplay changes) pack by Teddy and Swelt is out too. Perhaps it's an idea to combine this in one post? http://quake4.filefront.com/file/TDM_Map_Pack;50269
dzjepp
Posts: 12839
Joined: Wed Mar 28, 2001 8:00 am

Post by dzjepp »

Aren't these map packs collectively splitting the already smallish community into pieces? It will frustrate the casual noobs even more. If I was looking for a quick fix to a game the last thing I'd want is a bunch of servers telling me I don't have some files. And with these map packs it obscures information even further. You won't know what the hell you need to download unless you already visit forums like these and know people are releasing these things.
jester!
Posts: 969
Joined: Mon Oct 31, 2005 1:55 am

Post by jester! »

dzjepp wrote:Aren't these map packs collectively splitting the already smallish community into pieces? It will frustrate the casual noobs even more. If I was looking for a quick fix to a game the last thing I'd want is a bunch of servers telling me I don't have some files. And with these map packs it obscures information even further. You won't know what the hell you need to download unless you already visit forums like these and know people are releasing these things.
Good point, and one I brought up in the patch thread. With auto update still broken by the sounds of it, and the server kicking even if its a stock map, its pretty hard for new players to get into things.

Honestly though, the casual noobs will barely make it past the stock browser, they will join a server as Player, get rocked into next week because there are so few populated servers that anyone who wants to play including advanced players have to play there, and quit. All the while squinting at the screen through the darkness and getting sick from the still server side bouncing. :p

That said should we all just buck up and play on maps that hardly run? No thanks. Shit, these maps that have simply been built with optimization in mind should be grabbed up my raven , throw a couple hundred dollars at Dr4ch, pimp his name all over the web, thank him for doing their job and released! But the noobs will never get them, the noobs wont even find the patch and I am told the autoupdate for the game itself is not seeing the patch.

Either way, the fracturing is going to happen, if the community can get behind a set mod, Q4Max plzthx, and we can all get the same maps we could be having a good time either way.
substance
Posts: 3
Joined: Wed Nov 16, 2005 9:24 pm

first impressions

Post by substance »

Speed Trap (ctf3) is great now. The biggest problem there was the rail-only defence which should be fixed with the RL and RG swap. Adding regen kinda spices things up in mid and allows there be a reason for map control by the whole team.

Death Before Dishnor (ctf2) is fucked. The map is extremely dark for me (and anyone using low quality q4 settings... which is kinda the point of the FPS packs). Adding haste in mid just makes it more of a cluster fuck. Taking middle jump pad is the easiest and fastest way to the enemy base, and now there's RA and haste there too... why WOULDNT you take that route to attack? I say instead of ADDING a PUP there just replace RA with one.

Overall I think changing spawns completely is HUGE gameplay change. For better or for worse... i dunno.

Personally I dont imagine i'll be playing any of these new maps in scrim/matches (with the execption of ctf3 if the other team says ok) or even pubs for that matter (since I dont play pubs) but I think you've got a good start.
jayP.lq
Posts: 202
Joined: Tue Mar 01, 2005 8:33 pm

Post by jayP.lq »

What I'd love to see is some of these map packs being included with either x-battle or Q4max. I think this would go along way towards encouraging a stronger player base as well as encourage server admins to run mods without the problem haveing to download custom maps
substance
Posts: 3
Joined: Wed Nov 16, 2005 9:24 pm

Post by substance »

jayP.lq wrote:What I'd love to see is some of these map packs being included with either x-battle or Q4max. I think this would go along way towards encouraging a stronger player base as well as encourage server admins to run mods without the problem haveing to download custom maps
agreed.
jester!
Posts: 969
Joined: Mon Oct 31, 2005 1:55 am

Post by jester! »

Just a matter of time no doubt.

http://esports.ampednews.com/?page=articles&id=6351

A little snip.
Amped eSports: Inclusion in the upcoming CPL World Tour will give your project larger exposure than ever. How large is the scale of Q4Max in its current form? Will we see custom maps and significant physics tweaks released eventually ala CPMA or do you plan to stay true to the overall feel of Quake 4?

arQon: Maps are more Swelt's and Teddy's province than mine, though Swelt has already released a conversion of CPM24 (Phrantic) that's become very popular. Maps are going to be even more important to Q4 than they were to Q3, because the "stock" set don't just have substandard gameplay, they have technical issues that cause appalling framerates on most machines. Whether there's a Challenge ProMode for Q4 or not depends on the CPMA Design Team: it's unrelated to Q4MAX.
I think it will be like CPMA, where there are maps that go with the mod and can all be downloaded at once...
Dr4ch
Posts: 96
Joined: Thu Nov 03, 2005 6:36 pm

Post by Dr4ch »

substance wrote:Death Before Dishnor (ctf2) is fucked. The map is extremely dark for me (and anyone using low quality q4 settings... which is kinda the point of the FPS packs). Adding haste in mid just makes it more of a cluster fuck. Taking middle jump pad is the easiest and fastest way to the enemy base, and now there's RA and haste there too... why WOULDNT you take that route to attack? I say instead of ADDING a PUP there just replace RA with one.

Overall I think changing spawns completely is HUGE gameplay change. For better or for worse... i dunno.
Where is it dark ? can you post some screens and your r_* and image_* settings ?
We were testing 3 days with various people that had no problem but that can happen :/

For the item placement complain to erazor here.But i thought it to be ok, going over mid JP is almost a free railshot so u need that ra to get even past the mid.wait till u play with good fps in the mid room then see how much railrape has improved.

And i moved just some spawns out of the base because every ctf game has it like that (beside ut2k3) and spawning in base makes awfull imbalanced matches where you could just lock the enemy base.
jester! wrote:That said should we all just buck up and play on maps that hardly run? No thanks. Shit, these maps that have simply been built with optimization in mind should be grabbed up my raven , throw a couple hundred dollars at Dr4ch, pimp his name all over the web, thank him for doing their job and released! But the noobs will never get them, the noobs wont even find the patch and I am told the autoupdate for the game itself is not seeing the patch.
:icon31:

jayP.lq wrote:What I'd love to see is some of these map packs being included with either x-battle or Q4max. I think this would go along way towards encouraging a stronger player base as well as encourage server admins to run mods without the problem haveing to download custom maps
both teams have the freedom to do so, x-battle wanted to wait for the ctf maps though and I heard nothing from q4max but i didnt got in touch with them.
But thinking more of it i think its a bad idea because it makes more trouble then clearing things up, but i hope they will take the maps as base and make improvments to gameplay and release that along.
jester!
Posts: 969
Joined: Mon Oct 31, 2005 1:55 am

Post by jester! »

If I had money I would give it to you Dr4ch. :icon32:

You have made it painfully obvious that the MP maps were not gone over nearly well enough, and if Raven was smart they would just get in touch with you and use your maps.
Dr4ch
Posts: 96
Joined: Thu Nov 03, 2005 6:36 pm

Post by Dr4ch »

Well if i ever get e-mail from raven then :
a. i hope my crappy spamfilter doesnt kill it
b. hope its not their lawyer
c. still will shit my pants if its not their lawyer in hope its money or a job offer :icon30:
substance
Posts: 3
Joined: Wed Nov 16, 2005 9:24 pm

Post by substance »

[lvlshot]http://substence.com/ctf.FPS.mappack.ctf2.jpg[/lvlshot]
seta r_debugArrowStep "120"
seta r_debugLineWidth "1"
seta r_debugLineDepthTest "0"
seta r_forceLoadImages "0"
seta r_shadows "0"
seta r_skipBump "1"
seta r_skipSpecular "0"
seta r_skipNewAmbient "1"
seta r_renderer "best"
seta r_brightness "1.8"
seta r_gamma "1.8"
seta r_swapInterval "0"
seta r_useIndexBuffers "0"
seta r_customHeight "486"
seta r_customWidth "720"
seta r_fullscreen "1"
seta r_mode "4"
seta r_aspectRatio "0"
seta r_alphaToCoverage "1"
seta r_multiSamples "0"
seta image_downSizeLimit "8"
seta image_ignoreHighQuality "1"
seta image_downSizeBumpLimit "8"
seta image_downSizeSpecularLimit "2"
seta image_downSizeBump "1"
seta image_downSizeSpecular "1"
seta image_useCache "1"
seta image_cacheMegs "128"
seta image_cacheMinK "10240"
seta image_usePrecompressedTextures "0"
seta image_useNormalCompressionLoadDDSForPal "0"
seta image_useNormalCompression "2"
seta image_useAllFormats "1"
seta image_useCompression "1"
seta image_downSize "1"
seta image_lodbias "0"
seta image_anisotropy "0"
seta image_filter "GL_LINEAR_MIPMAP_NEAREST"
edit: use [lvlshot] please
jester!
Posts: 969
Joined: Mon Oct 31, 2005 1:55 am

Post by jester! »

Thats how my stock lost fleet looks, only brighter...

Whats your r_lightdetaillevel?
Drexy
Posts: 4
Joined: Thu Nov 17, 2005 2:38 pm

Post by Drexy »

Those who dont follow MP scence enough these maps main feature is the r_lightdetaillevel which allows you to obtain higher fps, 1-9 seems to be the best vaules
Dr4ch
Posts: 96
Joined: Thu Nov 03, 2005 6:36 pm

Post by Dr4ch »

if its to dark try using :
r_usesimpleinteraction "0"
r__lightdetaillevel "9"

and now something funny : Civil process against me
Oeloe
Posts: 1529
Joined: Fri Mar 19, 2004 8:00 am

Post by Oeloe »

The Q4 TMP maps went final!

http://www.esreality.com/?a=post&id=933619

This should be in the q4w map section together with drach's DM and CTF FPS packs.
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