New beta "The gibbing pool" *update*

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
Dr4ch
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Joined: Thu Nov 03, 2005 6:36 pm

New beta "The gibbing pool" *update*

Post by Dr4ch »

New update.

PICS :

Image

Image

Image

DOWNLOAD :

rc1
Last edited by Dr4ch on Mon Feb 06, 2006 1:02 am, edited 2 times in total.
jester!
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Post by jester! »

Sweet Ill check it after dinner. :icon25:
wviperw
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Post by wviperw »

Note that the railgun has only 3 shots and railammo also only gives you 3 additional shots. You can have enough railammo if you collect it but it will get hard for that player to grab armor underway, at least i hope so
As an FYI, it's not generally good to alter the default ammo for a weapon at the map-level. Players tend to not like it basically because it is not the standard. Also, most people don't like having to remember that a particular map altered the default setting on a weapon.

Yes, I know you're trying to balance things since the railgun is so overpowered, but unfortunately the mapper isn't the one who should be doing it. Changes like that should occur at the mod or game-level.

Of course, you *can* still limit the power the railgun has by either a) not putting it in at all or b) putting it in a dangerous position.
[url=http://www.goodstuffmaynard.com]Good Stuff, Maynard![/url]
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seremtan
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Post by seremtan »

"don't fuck with shit" is a good golden rule
Dr4ch
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Post by Dr4ch »

It is allready in a difficult postion and people liked it so far when they played it.
I know its not something that will be accepted but I allways liked to experiment a bit, and since its still beta I thought I just give it a try.
TossSalad
Posts: 11
Joined: Mon Oct 22, 2001 7:00 am

Post by TossSalad »

wviperw wrote:
Note that the railgun has only 3 shots and railammo also only gives you 3 additional shots. You can have enough railammo if you collect it but it will get hard for that player to grab armor underway, at least i hope so
As an FYI, it's not generally good to alter the default ammo for a weapon at the map-level. Players tend to not like it basically because it is not the standard. Also, most people don't like having to remember that a particular map altered the default setting on a weapon.

Yes, I know you're trying to balance things since the railgun is so overpowered, but unfortunately the mapper isn't the one who should be doing it. Changes like that should occur at the mod or game-level.

Of course, you *can* still limit the power the railgun has by either a) not putting it in at all or b) putting it in a dangerous position.

This is the same guy that edited the vanilla maps before SDK release and now they are competition standard, right?
That's the kind of message the leagues have sent to the community: mess with core features and be rewarded.
It's a dangerous message.
These kinds of "mods" and "edits", imo are a bad thing if they are embraced by the leagues.
These things are GREAT for home use among friends.

But for these changes to become standard for the internet community... ::sigh::
Quake has lost a lot. :(

I just spent the last 2 hours trying to download all the map packs I could find online and I still cannot connect to servers I was trying to connect to.
I blame this less on Raven and more on the community.
The game was fine out of the box.
Everyone's expectations are all over the place tho.
jester!
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Post by jester! »

He editted the lighting in the 1v1/tdm maps that is all, the CTF edits afaik did not get accepted even though they were recommendations from Clanbase officials.

Saying the game was fine out of the box is simply your opinion and one not shared by many in the TDM/1v1 circles it seems as there are very very few stock map 1v1 servers out there now. They all run custom maps and editted stock maps.

Infact I do not think a single major league/tournament is using stock maps. Nothing wrong out of the box? Or do you simply have low expectations?
Dr4ch
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Joined: Thu Nov 03, 2005 6:36 pm

Post by Dr4ch »

Yes i redid the lightdetails on the DM and ctf maps
but :confused: where are the ctf maps not accepted ?

and can we get back to topic now ? has someone even tested it ?

Ok rail will get to default again in next release, map will be tightened up and crate area more closed along with the rest of the changes i allready listed.
Dr4ch
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Post by Dr4ch »

I made some pics illustrating some possible jumps :

Image

Image

Image
jester!
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Post by jester! »

Dr4ch wrote:Yes i redid the lightdetails on the DM and ctf maps
but :confused: where are the ctf maps not accepted ?
.
Sry, I just didnt know of any leagues running them. :icon32:

On topic, the map seems very open up top, and once you get the rail you can dictate the action very easily from up there moving fairly unobstructed from one end of the map to the other. I like all the little ramps and edges to jump on though. The rail will own the map but not much can be done about that without adding in some more obstructions to break up lines of sight.
o'dium
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Post by o'dium »

Please tell me this isn't your final texturing? Its just waaaaaaaaaaaaaaaaaaaaay too messy and confusing?
jester!
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Post by jester! »

"Visuals are not finished..."
Dr4ch
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Post by Dr4ch »

I updated my map and closed the map a bit more as changed some items.

1. Rail is back to default values and replaces the ya above the middle JP.Railammo can be found where old rail opsiotion was.

2.removed nailgun completely, GL has taken its place,GL has been replaced by a 2nd RL

3. Made a new route btween main-room and RL area

4. crouchslide "halfpipe" has been reworked

5. Crate-ya is now ra

and minor other tweaks.

Download :

download

now what I like the most, tricks+jumps discovered by users :

cratejump from keeB
link

Tehes jumps will perhaps not make it into the final version if it breaks the flow too much, but I will not completely remove them, only make them harder.

overbounce fron DDT`follow
screen1
screen2
OB-demo

rail2rl2mega from nexx :
screen
demo
Dr4ch
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Post by Dr4ch »

join #battlemod if you want to try it out online, you will get the pw if you request it from an op.
Oeloe
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Post by Oeloe »

Ah, i'll visit the channel again for a change then. :)
Fjoggs
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Post by Fjoggs »

You'r link opens a mailto dialog? o.O
Oeloe
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Post by Oeloe »

Dr4ch wrote:cratejump from keeB
link
It's impossible to play that demo without Q4MAX. You should mention that. It prevents a lot of annoyance. Grrrrrr.
Edit: just noticed the version info on ESR mentions it's made with q4max 0.5. I can imagine quite some people will know that they need to use the mod to play it though.
Fjoggs wrote:You'r link opens a mailto dialog? o.O
Copy the link and remove the "mailto:" part. :icon29:
Fjoggs
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Post by Fjoggs »

Uh, no shit. I was merely saying that's weird.
Dr4ch
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Post by Dr4ch »

How does that come? its a normal url tag :/
Dr4ch
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Post by Dr4ch »

Hi again,

I worked much on the map for the last days and reworked almost all textures (still not final, but the theme will stay I think) as well as the reported flaws in gameplay.This map has a green armor mainly because at xbm we needed a map to test it, but I think it fits well there :)

Almost anything had a minor change as I shrinked the complete map for the second time now, so it plays faster.Crouchslide is very efficient in this map.The Jp in mainroom is gone and there is now a tele that brings you to a new intersection between mid-room and RA/RL-area.Anyway take look and test it yourself :

edit : removed because of update
Last edited by Dr4ch on Mon Feb 06, 2006 1:01 am, edited 1 time in total.
jester!
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Post by jester! »

Link seems broken. :paranoid:
Dr4ch
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Post by Dr4ch »

jester! wrote:Link seems broken. :paranoid:
Should work now.
jester!
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Post by jester! »

Yep, I will check it out when I get my son to bed. :icon29:
evillair
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Post by evillair »

link doesn't work...
[url=http://evillair.net/v4]evillair.net[/url]
Dr4ch
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Post by Dr4ch »

I have new webspace so here is the link to the newest version

Beta7
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