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Posted: Mon Jan 02, 2006 6:42 pm
by primaltheory
gah, alright, well when you get back I'd love to play a 1v1 (i could do a 1v1 listen as well, I've done a 10 player ffa on my pc, minimal lag)
Posted: Mon Jan 02, 2006 6:50 pm
by Method
I can play 1 on 1 here, if I'll use Q4MAX, it'll boost up this GF2 card to 30 FPS.
-Method
Posted: Mon Jan 02, 2006 6:54 pm
by primaltheory
Alright! I'm game! Host it (q4max of corse) and give me the ip and I'll join up!
edit: beta4 right?
Posted: Mon Jan 02, 2006 7:16 pm
by Method
Map: methtourney1_beta4
Mod: Q4MAX (Newest Version)
Note: I shut down the server before you joined. There's a dedicated one hosting the map.
-Method
Posted: Mon Jan 02, 2006 7:28 pm
by primaltheory
On my way!
I can't connect...???
"no response from *ip* afte 15 challenges"
want me to host??
Posted: Mon Jan 02, 2006 7:37 pm
by primaltheory
Might you have accidentally set it to lan?
Posted: Wed Jan 04, 2006 2:06 am
by pjw
It could work fine, but if you're going to do that, I'd add the NG back into the mix, rather than having two LGs.
The latest beta feels pretty good to me--flow is better, and I like that it isn't quite as clunky to cross the little ledge to RG. I like being able to jump to the MH pad now too.

Maybe tilt the pad near RA slightly, to cue the player that they'll be going right instead of straight ahead?
Posted: Wed Jan 04, 2006 4:07 am
by Method
pjw: After playing a few matches on the map and seeing people play, I decided to stick to the item layout. We played 2 vs. 2 and it was fun also. The new beta takes care of that jumppad. I'll post it soon.
-Method
Posted: Sat Jan 07, 2006 7:45 am
by Method
Here's beta 5:
http://www.methodonline.com/temp/methtourney1_beta5.zip
-------------------------------------------------------------------------
List of changes:
- Expended RA room
- Fixed steps in RA area
- Changed MH respawn time to 35 seconds (default)
- Mover RA jumppad to the right for more room
- Extended billboard ledge
- Removed RL/GL jumppad and added pipes to the side
- Replaced crates with pipes
- Removed accel pad and added a few ramps to the side
- Some visual changes
- Tweaked clip brushes
- Moved YA to RL ammo spot
- Moced RL ammo to LG ammo spot
- Moved LG ammo to SG ammo spot
- Moved SG ammo to RL ammo spot
- Removed shards in the middle
- Replaced HB small health to large
-------------------------------------------------------------------------
-Method
Posted: Sat Jan 07, 2006 4:25 pm
by primaltheory
meeetthooodddd
where are the neon signs?? :-(
Posted: Sat Jan 07, 2006 6:04 pm
by corsair
he obviously dont want to add them - either he doesnt like them, or he doesnt want to rip off lukin's neonisch additions.
what would somehowly fit as far as signs, not decals, but soviet propaganda posters - they'd fit into the style if you ask me.
but then again, go on and release it, you shouldnt have to come to 5 betas imo :P
Posted: Sat Jan 07, 2006 6:30 pm
by Method
I never in my life went over two betas, but this map is for a competitive playa nd when I releaed it, it was almost finished. So I had to rework a lot of areas and tweak item placement.
Why neon lights? This is gritty streets. I mean all of my maps are in that theme and somehow neone lights don't go well with that.
-Method
Posted: Sun Jan 08, 2006 5:54 pm
by AEon
Anyone mention Neon ?
Teeheehee...
Posted: Sun Jan 08, 2006 7:53 pm
by Lukin
AEon, you might be interested in
this level, a lot of neons there

Posted: Sun Jan 08, 2006 8:05 pm
by corsair
not much when comparing it to nAEon ;O
Posted: Sun Jan 08, 2006 8:35 pm
by pjw
Suggestions:
1. I'd lose the one ramp that goes directly to RG from RA. It's easy enough to use the ramp to the health shards and make a couple of hops from there.
2. The bottom floor below MH where the launch ramp used to be feels awfully empty now. Maybe just some ammo or something? (I like the change from launch ramp to slope jump though.

)
3. Clipping on trim is a bit inconsistent. I noticed this:
[lvlshot]http://www.planetquake.com/pjw/screenshots/trimclip.jpg[/lvlshot]
I would unclip the other part too.
Posted: Sun Jan 08, 2006 10:15 pm
by Method
Thanks pjw. I already implemented a fix those.
1. RA should have that ramp, because it's a dangerious area and shouldn't be as predictive.
2. I was planning on adding an ammo, but found no suitable item. Later it was suggested that I add a clsoed sewer entrance there and I just added a grate with dirt comming out o0f it.
3. Added some architectual trim to the clipped side, so now it's visually blocked.
-Method