ra3map1 thunderstruck remake

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Oeloe
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ra3map1 thunderstruck remake

Post by Oeloe »

I'm totally over ra3map1, played DA and CA in CPMa on it for a while but now it makes me :puke: . This remake looks very nice though:

Image

Original thread: http://www.forumplanet.com/planetquake/ ... id=1853097
[xeno]Julios
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Post by [xeno]Julios »

ahh hehe

i'm a total thunderstruck whore :D

that map looks gorgeous :D
jester!
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Post by jester! »

Oh shit that looks sexy. :drool:

Bring on the remakes map1/11/12! I may even start playing this game again. :icon26:
o'dium
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Post by o'dium »

It looks ok, im not a fan of the miss-aligned texture look however. It doesn't take much effort to fix that, its just lazyness.
Oeloe
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Post by Oeloe »

Seems like you need the RA4 beta to load this? Pity, because i won't befoul my Q4 folder with that mod. :p
waY2Kool
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Post by waY2Kool »

what's the with the remakes, remakes, remakes? anyone got an original idea?
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o'dium
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Post by o'dium »

Its like saying "lets have a quake game with a sniper rifle, not a railgun".

Why change it, when you know it works?
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MKJ
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Post by MKJ »

oh yes, we're in desperate need of this overplayed ra3 map :dork:

( :p )
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waY2Kool
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Post by waY2Kool »

o'dium wrote: Why change it, when you know it works?
with that mindset - Q4 MP is completely unnecessary.

...and also explains why i reinstalled Q3 last week.

thx.
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Eraser
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Post by Eraser »

Well, I could forgive the original author of not making the map actually look nice, but I cannot forgive this map looking just as shit. And what's with all the fog? That's horrible for gameplay.

The original played like a dream though.
Oeloe
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Post by Oeloe »

It doesn't play at all. :x It's just target practice. Instant rail/shaft death and plasma/rocket/nade spam and MG/SG finishes. -_- There are, or used to be Germans who played Thunderstruck and Evolution 7 days of the week. :dork:
[xeno]Julios
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Post by [xeno]Julios »

it's actually a great combat map. and the layout makes 2on2 bearable, and even enjoyable.

Still a very popular map on the east coast ra3 servers.
Oeloe
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Post by Oeloe »

Actually, it's so open that the only way to kill someone is by pure hitscan aim or predictive rockets/nades on someone who can't dodge or counter. If you're no match to the shaft/rail aim of your opponent, the only thing you can do is run and die, or stay down and shoot up, getting rocketspammed to death.
[xeno]Julios
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Post by [xeno]Julios »

which is exactly why i love it. It's great for advanced combatants who know the art well. The interaction between the two minds is primarily based on strafe patterns and aim, which is nice and raw.
Oeloe
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Post by Oeloe »

[xeno]Julios wrote:which is exactly why i love it. It's great for advanced combatants who know the art well. The interaction between the two minds is primarily based on strafe patterns and aim, which is nice and raw.
Too raw and bare for me. I prefer map control instead of aim control only, which is why i play cpm duel. I played ra3map1 for a few weeks, but the repetitivity makes it so boring (like dm6 CA) that i'm completely cured of it. You wouldn't believe how often i've played q3ctf1 though (around 2 years), railjumping through it at insane speeds with InstaUnlagged. ;) I think you'd be able to see the art in that too (quite skilled railjumping moves across the entire map). I fully switched to all weapons mods though half a year ago, because it became too apparent that ugly things like camping are unavoidable when you play at a high level.
I cant spell u
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Post by I cant spell u »

Looks like a Doom 3 like map.
[xeno]Julios
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Post by [xeno]Julios »

Oeloe wrote:Too raw and bare for me. I prefer map control instead of aim control only, which is why i play cpm duel.
aye - i love a good duel, but I do value raw combat experience. 1on1 ra3 is a great way to encounter many fighting styles per unit time. As a result, your combat experience is accelerated as you rapidy accumulate patterns, and integrate them into your procedural knowledge of fighting.

and a map like thunderstruck doesn't emphasize aim only - it emphasizes raw combat, which is much more than simply aim. Just as map control is about generating complex patterns which exploit the opponent's behaviour, combat is about generating similar patterns, but on a different level. Combat is more tactical/strafe pattern oriented, while map control is more strategic oriented.

never got into cpma though - didn't like the movement and fast weapon switching.

I did play 3wave and fast weapon switching was fun and interesting, but i like the constraint of slow weapon switching. One emergent benefit of slow weapon switching (or one emergent disadvantage of fast weapon switching), is close range lg fights. These are illogical (game theory wise) with fast weapon switching, as one can spontaneously gain advantage by switching to RL.

And i do love close range lg fights.
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Foo
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Post by Foo »

[xeno]Julios wrote:I did play 3wave and fast weapon switching was fun and interesting, but i like the constraint of slow weapon switching. One emergent benefit of slow weapon switching (or one emergent disadvantage of fast weapon switching), is close range lg fights. These are illogical (game theory wise) with fast weapon switching, as one can spontaneously gain advantage by switching to RL.

And i do love close range lg fights.
The advantage is offset by the altered weapon balances and the fact that after the RL shot you're standing very close to a guy with an LG.

I'd love to introduce you to CPM properly, though I'm underqualified and the atlantic is a bit of an obstacle.
[xeno]Julios
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Post by [xeno]Julios »

Foo wrote:
The advantage is offset by the altered weapon balances and the fact that after the RL shot you're standing very close to a guy with an LG.
but RL is superior vs lg close range. With normal weapon switching, the time cost of switching to RL means that it's a viable strategy to stick with lg. Thus, it's a viable combat situation to have close range lg fights.
I'd love to introduce you to CPM properly, though I'm underqualified and the atlantic is a bit of an obstacle.
Friends have tried - spent a lot of time lanning with [-1]Menace ([jeno]Xulios on the forums here), and LSV. We even had Decker (cpm1a guy) visit us in toronto - i just never took to it.

I never really gave it that good of a shot, but was really put off by it. Watched a lot of rat demos - very impressive stuff and i can totally appreciate the advanced skill of the cpma movement - but i just didn't take to it.
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Foo
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Post by Foo »

[xeno]Julios wrote:but RL is superior vs lg close range. With normal weapon switching, the time cost of switching to RL means that it's a viable strategy to stick with lg. Thus, it's a viable combat situation to have close range lg fights.
The increased knockback on the LG renders them more comparable. I'd say the RL has almost been relegated to a movement checking/cover weapon but that's not really true, it's still a staple part of the core gameplay.

With CPM's tighter levels the RL becomes more significant for the checking aspects and tight shots, but likewise with knockback/movement/airtime in CPM the LG takes on a greater role.
[xeno]Julios
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Post by [xeno]Julios »

may be so - i've got close to no combat experience with cpma - but i know for sure in 3wave, close range lg fights are a thing of the past.

by close range i'm talking very close range here btw - like almost standing next to each other. You can do some serious damage if you run a tight circle around someone with lg close range.
Oeloe
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Post by Oeloe »

Plasma is more reliable for me in that case, but it's nerfed a bit in CPMa. You can't take on an armored player in close combat with LG anyway in CPMa - RL is the top tier weapon and LG is for tracking targets or suppressive fire against dumbos who run straight at you. ;)
Ganemi
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Post by Ganemi »

waY2Kool wrote:what's the with the remakes, remakes, remakes? anyone got an original idea?
You're sort of right, though people love to see old maps revamped. The Edge, Campgrounds, overplayed cpm/ra3 and osp/3wctf maps are all maps that'd be great to see run in Quake 4. I doubt anyone would be inspired to make anything new if they had to chuck out everything from the old.
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