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Posted: Wed Aug 30, 2006 2:02 pm
by Foo
Once it's in a PK4 just throw it up at quake4world.com

There's an upload form for each folder.

Posted: Wed Aug 30, 2006 8:00 pm
by axbaby
thanks a million Foo .. you da man !

Posted: Thu Aug 31, 2006 12:14 am
by xchaser
Map is looking good can't wait to try it.

Posted: Thu Aug 31, 2006 6:41 am
by Ver1tas
Thanks axbaby! Nice map

Posted: Thu Aug 31, 2006 3:26 pm
by axbaby
i could not upload to that server Foo ,timeouts.

in a few minutes i'll have a beta test ..this is a baseq4,q4max lit CA DM map for many players and more when i'm done .
a few peices i still have to stich together so don't be surprised when you run into a wall or have jumpads that go nowhere :)

i need your input as soon as you can because i'm leaving out of country for 6 months in 6 days with no quake4 computer :(

thanks for trying the map .

download link soon

Posted: Thu Aug 31, 2006 3:31 pm
by axbaby

Posted: Thu Aug 31, 2006 4:00 pm
by GODLIKE
For starters: Not enough people are mapping for Q4 right, now, and I DO appreciate what you're up to, here... But right off the top of my head:

Some rooms have interesting architecture and look pretty badassed.... Some, like the "randomly enormous ramps to the outside area where there's nothing"... don't look so good.

Texture "fit" tool.. Kinda important. When you have an area with a size that doesn't fit the texture exactly... makes things look better than if you have 1.3 metal plates squeezed in between two metal plates.

What's with that huge black corner at the end of the World's Longest Corridor?

Some weapons get spawn spots.. others don't. One of the ones that doesn't, is the rail gun.. Which could totally whore much of this map. You need some more pillars (crates? cables? pipes? Swirling vortexes of energy? anything) to break up some of the Vast Clear Spaces on this map.. There's nowhere to dodge hitscan weapons, and the rail gunners will pwn without effort.

Posted: Thu Aug 31, 2006 7:06 pm
by Ver1tas
I tried it and I like it. Nice clan arena map. It is able to play 4v4 - 5v5 matches.

Posted: Thu Aug 31, 2006 9:13 pm
by axbaby
thanks for the comments i need more of them so i can finish

GODLIKE wrote
Some rooms have interesting architecture and look pretty badassed.... Some, like the "randomly enormous ramps to the outside area where there's nothing"... don't look so good
that part isn't finished yet

Texture "fit" tool.. Kinda important. When you have an area with a size that doesn't fit the texture exactly... makes things look better than if you have 1.3 metal plates squeezed in between two metal plates.
texturing is one tough mofo

What's with that huge black corner at the end of the World's Longest Corridor?
the reame.txt explains that,that part not added yet.

Some weapons get spawn spots.. others don't. One of the ones that doesn't, is the rail gun.. Which could totally whore much of this map. You need some more pillars (crates? cables? pipes? Swirling vortexes of energy? anything) to break up some of the Vast Clear Spaces on this map.. There's nowhere to dodge hitscan weapons, and the rail gunners will pwn without effort.[/quote]
noted

Posted: Thu Aug 31, 2006 11:25 pm
by xchaser
Just to give u an idea for a ra room u can make the main room in the ca map into a ra room. its a perfect ra room for 2v2 with just two lvls and two jump pads.

this map runs so smooth on my pc good job.

the dead end hallways should be connected or add teleports to the main room or other rooms.

I trust you to make it good axbaby Thanks so much for making it.

:icon14: :icon14: :icon14:

Posted: Fri Sep 01, 2006 4:51 am
by axbaby
the readme.txt explains the dead ends etc.. i haven't merge some parts to the map yet.
thanks for the comments
keep the ideas coming ..i'm running out of time :)