X-Battle mod looking for some talented mappers/modelers/...

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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TTK-Bandit
Posts: 190
Joined: Sat Sep 07, 2002 7:00 am

X-Battle mod looking for some talented mappers/modelers/...

Post by TTK-Bandit »

Hi
as our fan numbers are growing increasingly, they want some good
maps and models to be played with xbm. We already have some qualified mappers,
like drach and mIKE, but we need a few more to get a big map pack together.
What kind of maps ? well that depends on you.. xbm is going to
support many different gamemodes, like oneflag ctf, jailbreak, proball, or whatever..
At the moment we have no gametype ready, so it would be best to have some mappers for competition maps.

And we really need some Good modelers, to get the ~20 planned models into quake 4.
What kind of models ? Quake style monsters, some humans, some aliens.
look here for some concept arts:
http://banditsteals.ba.funpic.de/?page=5&section=1

So if you are interested, join #battlemod on quakenet, or visit our homepage:
http://xbattle.de/?action=news
(sorry for that crappy design, it will get a complete redesign soon :D)
Oeloe
Posts: 1529
Joined: Fri Mar 19, 2004 8:00 am

Post by Oeloe »

If you don't mind having Q3 remakes in it, you could feature a good q3ctf1 remake in it. A guy named MelvinB made it and he thought he was done, but he didn't mirror the bases correctly, so now the low and high entrance of the green base are switched. :tear: That means someone needs to take some time to fix it if you want to have a true ctf1 remake. I don't think Melvin will have any objections against his map being included in a map pack, but you can ask him and also check out the map here: http://www.doom3world.org/phpbb2/viewto ... c&start=20
wviperw
Posts: 334
Joined: Sat Mar 17, 2001 8:00 am

Post by wviperw »

I guess I don't understand why XBM needs mappers. Why can't you just use the general maps that are released to the community, especially since you're a competitive mod (meaning no real gameplay changes). I guess I do understand needing specialized maps like 1-flag CTF, but for the vanilla type maps (DM,TDM,CTF) the normal community maps should do, right?
[url=http://www.goodstuffmaynard.com]Good Stuff, Maynard![/url]
Oeloe
Posts: 1529
Joined: Fri Mar 19, 2004 8:00 am

Post by Oeloe »

Why do you think the big mods in Q3 (OSP, CPMA, RA3, Threewave) had map packs?
Johnny Law
Posts: 179
Joined: Tue Nov 16, 1999 8:00 am

Post by Johnny Law »

Well, with CPMA the gameplay was different from vanilla Q3. Ditto for RA3.

Threewave was originally just map packs; the mod came later. (And with the mod, the need for maps specifically designed to simultaneously support several different types of CTF gameplay.)

As for OSP, I'm still not sure why they started including maps. :) Ah, I'm a liar, actually I do understand... they wanted to help proliferate some competitive maps, teamplay maps especially, and since OSP was the only game in town for competitive play they had some leverage to work with. (It still wasn't an unqualified success IMO.)

Personally I think it's too early for either X-Battle or Q4MAX to do the "OSP thing" with a map pack. There's no dominant competition mod. But whatever... more maps is more maps. All I'd say is, if you're distributing maps along with a competition mod that doesn't change the base Q4 gameplay, please be a good citizen and put the maps under q4base rather than your mod folder.
Dr4ch
Posts: 96
Joined: Thu Nov 03, 2005 6:36 pm

Post by Dr4ch »

Johnny Law wrote: Personally I think it's too early for either X-Battle or Q4MAX to do the "OSP thing" with a map pack. There's no dominant competition mod. But whatever... more maps is more maps. All I'd say is, if you're distributing maps along with a competition mod that doesn't change the base Q4 gameplay, please be a good citizen and put the maps under q4base rather than your mod folder.
Well the most maps will come out as separate mappack that you can use in baseq4 and any other mod.But for some gamemodes they will only work in xbm, we have not decided what to do now, but expect the maps to be sperated from xbm all the time.Lets say we code some water support and make a map with it, it will only run with mods supporting water too and wont run in baseq4.
Some minor other gameplay changes are allready in xbm like stairjumpfix.its really different having clipped stairs or unclipped or bugfixed :)
primaltheory
Posts: 623
Joined: Wed Dec 28, 2005 4:31 am

Post by primaltheory »

If you seriously code non-frame killing water...lemme know
Why not?

[i]Jenny: lol, i'm not changing the whole harddrive directory structure for a mod. Do it proper like other mods please.[/i]
Oeloe
Posts: 1529
Joined: Fri Mar 19, 2004 8:00 am

Post by Oeloe »

Johnny Law wrote:Well, with CPMA the gameplay was different from vanilla Q3. Ditto for RA3.
cpm4 is played in OSP TDM too and 3wave maps are played a LOT (mostly?) on public OSP servers and some cpm ctf servers too. :)
All I'd say is, if you're distributing maps along with a competition mod that doesn't change the base Q4 gameplay, please be a good citizen and put the maps under q4base rather than your mod folder.
Aye.
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