Q3 Geoball needs mapper!

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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Landix
Posts: 123
Joined: Wed Feb 28, 2007 5:57 pm

Q3 Geoball needs mapper!

Post by Landix »

Hi there,

to finish our MOD we need some mappers, they adept a chapter or want to build some single fantasy maps.

We want to release the MOD with over 60 Maps :)

we got ca. 10 Maps yet.

wanna join? Then contact us over our site:
http://www.q3geoball.quakeit.de
Or you can send me a PM

cu
Landix
Landix
Posts: 123
Joined: Wed Feb 28, 2007 5:57 pm

Post by Landix »

What is that?

No one reply? :)

i have screens:
Image

Image

Image

come and join us, we make the greatest Standalone game ever!

<vader>"Join us and we will complete your training"</vader>
DonX
Posts: 22
Joined: Tue Sep 26, 2006 5:16 am

Post by DonX »

I think your mod is definitely a fantastic idea, atm I am unable to produce anything of notable quality due to time constraints and projects currently in the works, but I may in the future find time. I love the challenge of building puzzle maps based around a generic theme, other then platform character stuff (which is fun as well). I had a few cool idea's just off hand.

>Ramp Jumps : The use of bounce pads or gravity to shoot the ball up a half pipe like ramp or across lava rivers or similar dangers.

> Disappearing / Falling Platforms : Something like a cascading effect for brushes when contacted, would require a new func_ entity however in the engine.

> Slick Surfaces : Used to force a deviation in the path you travel, say have 3 openings after an area of ice and you have to choose quickly which one to go in.
--== Every Path Leads Must Lead Somewhere ==--
a13n
Posts: 1672
Joined: Thu Feb 10, 2005 2:08 am

Post by a13n »

@Landix
Hi, Landix.
You know me via quake.de, don't you? :)

Can I make a map for this mod?
Landix
Posts: 123
Joined: Wed Feb 28, 2007 5:57 pm

Post by Landix »

Sure you can

plz contact me over the forum over icq or mail me
we are also in quakenet #q3geoball

you are welcome
a13n
Posts: 1672
Joined: Thu Feb 10, 2005 2:08 am

Post by a13n »

I'll pm you later.
Please tell me the detail on how to map. (theme, assets, etc...)
dichtfux
Posts: 571
Joined: Thu Feb 02, 2006 10:51 pm

Post by dichtfux »

This is a good place to start:

http://www.q3geoball.quakeit.de/forum/
[color=#FFFFFF][url=http://maps.rcmd.org]my FPS maps[/url][/color]
a13n
Posts: 1672
Joined: Thu Feb 10, 2005 2:08 am

Post by a13n »

@dichtfux
Thanks.
Now I have 3 projects.
If you want, feel free to pinchhit CTF-1on1-Mappack project.
At least I could upload my fast & furious 3 maps.
ix-ir
Posts: 192
Joined: Wed May 16, 2007 9:43 pm

Post by ix-ir »

"Disappearing / Falling Platforms : Something like a cascading effect for brushes when contacted, would require a new func_ entity however in the engine."

Not sure exactly what you mean here but surely this could be done with triggered plats or doors and long timers?
Landix
Posts: 123
Joined: Wed Feb 28, 2007 5:57 pm

Post by Landix »

Whats up?

Nobody wanna join us?

look here:

http://planetquake.gamespy.com/View.php ... ail&id=222

for motivation :)
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