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Posted: Tue Nov 08, 2005 6:21 pm
by Fender
The Vortex Portal. It wasn't a little overplayed, it was MASSIVELY over played.
Posted: Wed Nov 09, 2005 1:32 am
by Kiltron
Q3DM18? Redo that one. Those were some fun times.
Posted: Sun Nov 13, 2005 5:27 pm
by nakedape
I've had a look at your Space CTF port to see how you got the players to spawn with the Shotgun in Q4. I'm in the process of porting over two of my old Q3:TA space maps and this is of interest to me. I haven't yet figured out how to make the player spawn with the Shotgun in hand, but the target_give solution is the next best thing.
There is one little quirk with this method: if there is no Shotgun physically present in the map then there won't be a weapon icon while the map loads.
To solve this I created a small caulk box outside of the regular map bounds and placed a Shotgun inside it. Now when the map loads, the game loads the Shotgun media like the other weapons and there is a weapon icon on the loading screen :)
Posted: Sun Nov 13, 2005 6:05 pm
by ensiform
i did this map too havent decided on using the same name or what but here's what i've got:
not quite done, i need to make the target_give work on every spawn, and do some fx touch-ups on the jumppads, some appear aligned incorrectly, and maybe a few more other touch-ups.
What i added:
- Guad for Arena CTF
- Nailgun
- Some ammo boxes for rockets, slugs, and nails
- Some ammo boxes in middle for shells and bullets
Posted: Sun Nov 13, 2005 8:16 pm
by DooMer
How about a quad where the BFG was?
Posted: Sun Nov 13, 2005 10:01 pm
by ensiform
naw... its too small for quad.
maybe someone will make a holdables mod when the sdk comes out and we can add the holdable items from q3 + ta.
btw the dmg on mine is gettable from one the side-platforms but you cannot jp + rj to get up there as far as i can tell. if you guys want to poll mine too we could, but i think quad just not a good idea, regen maybe.
i was actually thinking, making the wait longer and a random between dmg and regeneration.
who likes q3ctf2 (mpq3ctf2)? i was planning on starting that minus the water for now, after ctf4.
Posted: Mon Nov 14, 2005 2:13 am
by ensiform
okay, to make target_give for multiplayer on all spawns:
have your spawn points
make ur target_give
key/value:
"onspawn" "0"
now target each spawn point to the target_give, its just like q3 i guess except the target_give has the item# key's instead of pointing to the entities.
okay so if we wanna make the bfg only give 1 ammo:
"inv_start_ammo_dmg" "1"
also, i think we can do:
"respawn" "seconds" but im not positive on that one.
also be aware with space maps, make sure you add a floor dimensions brush that is down towards the bottom with the itemnodrop common texture on it so that flags cannot be dropped down there ie: midair death when u had flag and it falls into void thus waiting forever...
Posted: Mon Nov 14, 2005 4:16 am
by waterboy4800
Hey there, thought someone else would remake this two :P, the look pretty identical except texture work.
I got spawns with shotguns and the nodrop texture down there, i was looking for it to be a week thing then finish but so much damn school work, i got about 2 hours of fix ups and i'll realease it for a final.
ill try and have it for the weekend if i can fill it in on my schedual.

keep up on the work, try and detail ur texture work a bit more
Posted: Mon Nov 14, 2005 7:06 am
by Runningman
just a suggestion
remove the teleport func_static all together and have just have the .fx there in mid air. if your good enough, change the color inside the teleport .fx and make 2 new .fx files for both teams, pm/email if you cant figure it out and ill just do it.
Posted: Mon Nov 14, 2005 7:05 pm
by ensiform
my func_static teleporters are non-solid so they dont stop u anyway, also i prefer the map to be less detail than extreme detailed, nor am i that great at adding detail. i added some team decals and colored lights on the side. it runs better with the least amount of detail anyway it doesnt need to have more detail but whatever.
Posted: Mon Nov 14, 2005 8:33 pm
by Runningman
their floating..... just nvm
Updated
Posted: Tue Nov 15, 2005 12:44 am
by waterboy4800
Beta 2 now avaible to quake 3 world lerkers for now. If no bugs are found will get this out as a final. See orginal post for download and if someone can host it please do. you send it sucks and only is up for 7 days. THanks
Posted: Tue Nov 15, 2005 12:53 am
by -3de-
I just uploaded it. You can get it here.:icon26:
Q4 Space CTF
Posted: Tue Nov 15, 2005 1:18 am
by waterboy4800
Thanks man

Posted: Tue Nov 15, 2005 1:29 am
by -3de-
waterboy4800 wrote:Thanks man

No problem.. :icon31:
I was just playing around on it and if I start a dedicated server and join, then callvote the spaceCTF map I get booted to desktop just after map loads. I looked in the console in the dedicated server and saw this "maps/mp/space_ctf_beta_2/char_marinehead_kane2_mp.cm"
I was able to join the server after getting booted. Dont know whats up with that but just thought i would point it out. Map is great otherwise..
Thanks for the map! :icon25:
Posted: Tue Nov 15, 2005 6:32 am
by angst
I love CTF4 and look forward to playing this map in quake 4. The only thing wrong with CTF4 is the bfg and the bfg platform. The bfg platform is just a silly random factor that is unnecessary. Sometimes you can make certain shots other times the platform is in the way. If you were going to remove the DMG then maybe the platform could go also. Just a suggestion.
Thanks for making the effort to recreate this fine map, I'm sure I'll be spending an unfortunately large number of hours playing it.
Posted: Tue Nov 15, 2005 9:48 am
by Oeloe
angst wrote:The only thing wrong with CTF4 is the bfg and the bfg platform. The bfg platform is just a silly random factor that is unnecessary. Sometimes you can make certain shots other times the platform is in the way. If you were going to remove the DMG then maybe the platform could go also.
Agreed. That platform doesn't really add anything to the gameplay of the map. In more competitive matches that platform is never used.
Btw I think you shouldn't use that Q3 teleporter model but make one that fits Q4's style.
Posted: Tue Nov 15, 2005 9:57 am
by Eraser
The Q4 BFG (I refuse to call it a dark matter gun

) is a lot better balanced for space maps than the Q3 BFG was.
It's a relatively slow moving ball again. Easy to dodge if you see it coming from long range.
Posted: Tue Nov 15, 2005 12:47 pm
by waterboy4800
Alright, i see im gonna have to make a poll for this one
so many mixed ideas with darkmatter, platform.
and for final ill do something with the teles.
im gonna start a poll to for all ya, Check back on the main page to vote
WOW
Posted: Tue Nov 15, 2005 7:04 pm
by str3nd
Wow, perfect :icon25:
Default sky box is nasty, but at least it's not distracting. The best Q3 space skybox, IMO, is from the Quake 3 Dreamcast space maps.
PC version here
http://www.planetquake3.net/download.ph ... t_Map_Pack
Kinda low rez for Q4, maybe use it as a template?
Posted: Tue Nov 15, 2005 7:13 pm
by angst
Please do not add any new weapons or power-ups. There is no ammo or power-ups on ctf4. Adding stuff will change the way the map plays. Removing stuff that nobody uses will not. Thanks.
Posted: Tue Nov 15, 2005 7:14 pm
by angst
lol... also a plain black skybox will be far better than any other kind imho. There really is no reason for stars etc.
Posted: Tue Nov 15, 2005 7:15 pm
by angst
thats it, I won't say another word.

Posted: Tue Nov 15, 2005 11:53 pm
by waterboy4800
lol thanks for the input

im takin everything into consideration i hear. Need some more votes on the polls so i have a clear idea what everyone wants. ill leave it up for a few more days before i finish off the map
Posted: Wed Nov 16, 2005 1:18 am
by str3nd
One small quirk. Jumping from this platform to the bounce
In your remake you have to hit dead center. Too low and you miss the next jump pad. Too high and you hit your head on the platform.
Not exactly a gameplay killer, it's just fun to do while railing peeps
