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CTF FPS Maps released
Posted: Wed Nov 16, 2005 7:17 pm
by Dr4ch
So here it is !
This time gameplay changes were added so the most obvious flaws of the maps are fixed and to prevent lot of remixes.
Gameplay changes ( suggested by [CB]erazor ) :
ctf1 :
- added shotgun to middle area
ctf2 :
- added haste-PU in the middle for some heated action
ctf3 :
- switched positions of rail

> RL to make base a bit less rail extreme
- changed mega to regen to give the middle room more action
all maps :
- To prevent the defensive style q4 has at default the spawns changed on most maps (all spawns were in the base in the original maps)
Technical changes :
ctf1 :
- removed 2 lights in centralroom
- added 1 ambientlight
ctf2 :
- removed 6 lights in orange base that were not on the green base
- added spawns that orange was missing
all maps :
- removed doubled lights (green light on top of orange ones, etc.)
Download :
http://XLHost.de.spamscan.tv/fps-ctf-mappack.zip
http://rapidshare.de/files/7726031/fps- ... k.zip.html
http://download.gods.eu.com/fps-ctf-mappack.zip
http://levi.teamspeak.org/dl/redirect.php?fileid=1518
http://home.arcor.de/ipxdraze/q4/maps/f ... appack.zip
thx to
god`kruemel
draze-q4
Levi\240
gonzooznog471 @

Posted: Wed Nov 16, 2005 7:48 pm
by Oeloe
Nice work and good that you took the liberty to make some gameplay improvements as well! Will check this out soon.
A beta version of the TDM (FPS fixes also worked on by Drach, and some gameplay changes) pack by Teddy and Swelt is out too. Perhaps it's an idea to combine this in one post?
http://quake4.filefront.com/file/TDM_Map_Pack;50269
Posted: Wed Nov 16, 2005 8:21 pm
by dzjepp
Aren't these map packs collectively splitting the already smallish community into pieces? It will frustrate the casual noobs even more. If I was looking for a quick fix to a game the last thing I'd want is a bunch of servers telling me I don't have some files. And with these map packs it obscures information even further. You won't know what the hell you need to download unless you already visit forums like these and know people are releasing these things.
Posted: Wed Nov 16, 2005 8:54 pm
by jester!
dzjepp wrote:Aren't these map packs collectively splitting the already smallish community into pieces? It will frustrate the casual noobs even more. If I was looking for a quick fix to a game the last thing I'd want is a bunch of servers telling me I don't have some files. And with these map packs it obscures information even further. You won't know what the hell you need to download unless you already visit forums like these and know people are releasing these things.
Good point, and one I brought up in the patch thread. With auto update still broken by the sounds of it, and the server kicking even if its a stock map, its pretty hard for new players to get into things.
Honestly though, the casual noobs will barely make it past the stock browser, they will join a server as Player, get rocked into next week because there are so few populated servers that anyone who wants to play including advanced players have to play there, and quit. All the while squinting at the screen through the darkness and getting sick from the still server side bouncing.
That said should we all just buck up and play on maps that hardly run? No thanks. Shit, these maps that have simply been built with optimization in mind should be grabbed up my raven , throw a couple hundred dollars at Dr4ch, pimp his name all over the web, thank him for doing their job and released! But the noobs will never get them, the noobs wont even find the patch and I am told the autoupdate for the game itself is not seeing the patch.
Either way, the fracturing is going to happen, if the community can get behind a set mod, Q4Max plzthx, and we can all get the same maps we could be having a good time either way.
first impressions
Posted: Wed Nov 16, 2005 9:36 pm
by substance
Speed Trap (ctf3) is great now. The biggest problem there was the rail-only defence which should be fixed with the RL and RG swap. Adding regen kinda spices things up in mid and allows there be a reason for map control by the whole team.
Death Before Dishnor (ctf2) is fucked. The map is extremely dark for me (and anyone using low quality q4 settings... which is kinda the point of the FPS packs). Adding haste in mid just makes it more of a cluster fuck. Taking middle jump pad is the easiest and fastest way to the enemy base, and now there's RA and haste there too... why WOULDNT you take that route to attack? I say instead of ADDING a PUP there just replace RA with one.
Overall I think changing spawns completely is HUGE gameplay change. For better or for worse... i dunno.
Personally I dont imagine i'll be playing any of these new maps in scrim/matches (with the execption of ctf3 if the other team says ok) or even pubs for that matter (since I dont play pubs) but I think you've got a good start.
Posted: Wed Nov 16, 2005 9:44 pm
by jayP.lq
What I'd love to see is some of these map packs being included with either x-battle or Q4max. I think this would go along way towards encouraging a stronger player base as well as encourage server admins to run mods without the problem haveing to download custom maps
Posted: Wed Nov 16, 2005 9:47 pm
by substance
jayP.lq wrote:What I'd love to see is some of these map packs being included with either x-battle or Q4max. I think this would go along way towards encouraging a stronger player base as well as encourage server admins to run mods without the problem haveing to download custom maps
agreed.
Posted: Wed Nov 16, 2005 10:01 pm
by jester!
Just a matter of time no doubt.
http://esports.ampednews.com/?page=articles&id=6351
A little snip.
Amped eSports: Inclusion in the upcoming CPL World Tour will give your project larger exposure than ever. How large is the scale of Q4Max in its current form? Will we see custom maps and significant physics tweaks released eventually ala CPMA or do you plan to stay true to the overall feel of Quake 4?
arQon: Maps are more Swelt's and Teddy's province than mine, though Swelt has already released a conversion of CPM24 (Phrantic) that's become very popular. Maps are going to be even more important to Q4 than they were to Q3, because the "stock" set don't just have substandard gameplay, they have technical issues that cause appalling framerates on most machines. Whether there's a Challenge ProMode for Q4 or not depends on the CPMA Design Team: it's unrelated to Q4MAX.
I think it will be like CPMA, where there are maps that go with the mod and can all be downloaded at once...
Posted: Wed Nov 16, 2005 10:29 pm
by Dr4ch
substance wrote:Death Before Dishnor (ctf2) is fucked. The map is extremely dark for me (and anyone using low quality q4 settings... which is kinda the point of the FPS packs). Adding haste in mid just makes it more of a cluster fuck. Taking middle jump pad is the easiest and fastest way to the enemy base, and now there's RA and haste there too... why WOULDNT you take that route to attack? I say instead of ADDING a PUP there just replace RA with one.
Overall I think changing spawns completely is HUGE gameplay change. For better or for worse... i dunno.
Where is it dark ? can you post some screens and your r_* and image_* settings ?
We were testing 3 days with various people that had no problem but that can happen :/
For the item placement complain to erazor
here.But i thought it to be ok, going over mid JP is almost a free railshot so u need that ra to get even past the mid.wait till u play with good fps in the mid room then see how much railrape has improved.
And i moved just some spawns out of the base because every ctf game has it like that (beside ut2k3) and spawning in base makes awfull imbalanced matches where you could just lock the enemy base.
jester! wrote:That said should we all just buck up and play on maps that hardly run? No thanks. Shit, these maps that have simply been built with optimization in mind should be grabbed up my raven , throw a couple hundred dollars at Dr4ch, pimp his name all over the web, thank him for doing their job and released! But the noobs will never get them, the noobs wont even find the patch and I am told the autoupdate for the game itself is not seeing the patch.
:icon31:
jayP.lq wrote:What I'd love to see is some of these map packs being included with either x-battle or Q4max. I think this would go along way towards encouraging a stronger player base as well as encourage server admins to run mods without the problem haveing to download custom maps
both teams have the freedom to do so, x-battle wanted to wait for the ctf maps though and I heard nothing from q4max but i didnt got in touch with them.
But thinking more of it i think its a bad idea because it makes more trouble then clearing things up, but i hope they will take the maps as base and make improvments to gameplay and release that along.
Posted: Wed Nov 16, 2005 10:39 pm
by jester!
If I had money I would give it to you Dr4ch. :icon32:
You have made it painfully obvious that the MP maps were not gone over nearly well enough, and if Raven was smart they would just get in touch with you and use your maps.
Posted: Wed Nov 16, 2005 10:51 pm
by Dr4ch
Well if i ever get e-mail from raven then :
a. i hope my crappy spamfilter doesnt kill it
b. hope its not their lawyer
c. still will shit my pants if its not their lawyer in hope its money or a job offer :icon30:
Posted: Wed Nov 16, 2005 10:53 pm
by substance
[lvlshot]http://substence.com/ctf.FPS.mappack.ctf2.jpg[/lvlshot]
seta r_debugArrowStep "120"
seta r_debugLineWidth "1"
seta r_debugLineDepthTest "0"
seta r_forceLoadImages "0"
seta r_shadows "0"
seta r_skipBump "1"
seta r_skipSpecular "0"
seta r_skipNewAmbient "1"
seta r_renderer "best"
seta r_brightness "1.8"
seta r_gamma "1.8"
seta r_swapInterval "0"
seta r_useIndexBuffers "0"
seta r_customHeight "486"
seta r_customWidth "720"
seta r_fullscreen "1"
seta r_mode "4"
seta r_aspectRatio "0"
seta r_alphaToCoverage "1"
seta r_multiSamples "0"
seta image_downSizeLimit "8"
seta image_ignoreHighQuality "1"
seta image_downSizeBumpLimit "8"
seta image_downSizeSpecularLimit "2"
seta image_downSizeBump "1"
seta image_downSizeSpecular "1"
seta image_useCache "1"
seta image_cacheMegs "128"
seta image_cacheMinK "10240"
seta image_usePrecompressedTextures "0"
seta image_useNormalCompressionLoadDDSForPal "0"
seta image_useNormalCompression "2"
seta image_useAllFormats "1"
seta image_useCompression "1"
seta image_downSize "1"
seta image_lodbias "0"
seta image_anisotropy "0"
seta image_filter "GL_LINEAR_MIPMAP_NEAREST"
edit: use [lvlshot] please
Posted: Wed Nov 16, 2005 10:56 pm
by jester!
Thats how my stock lost fleet looks, only brighter...
Whats your r_lightdetaillevel?
Posted: Thu Nov 17, 2005 2:40 pm
by Drexy
Those who dont follow MP scence enough these maps main feature is the r_lightdetaillevel which allows you to obtain higher fps, 1-9 seems to be the best vaules
Posted: Thu Nov 17, 2005 3:11 pm
by Dr4ch
if its to dark try using :
r_usesimpleinteraction "0"
r__lightdetaillevel "9"
and now something funny :
Civil process against me
Posted: Sun Nov 20, 2005 8:06 pm
by Oeloe
The Q4 TMP maps went final!
http://www.esreality.com/?a=post&id=933619
This should be in the q4w map section together with drach's DM and CTF FPS packs.