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Relativity - Q4ctf4

Posted: Sat Dec 31, 2005 6:53 am
by jayP.lq
Q4 will instantly become 100 times better when server admins remove this laggy POS map from there CTF rotation :paranoid:

seriously, why is it in anyones map rotation. The upper level is an ungodly lagfest, the lower levels are cramped hallways that dont really allow you to strafe. There are to few oppurtunities for ramp jumps, so its sort of boring to run around in.

I tell ya, we need more custom CTF maps. Some kind of threewave style map pack just for CTF

Posted: Sat Dec 31, 2005 7:12 am
by jester!
Yeah I dont really dig the default ctf maps. The new one is cool though.

Posted: Sat Dec 31, 2005 7:35 am
by TossSalad
I'm going to have to go ahead and disagree with you. :)

It's my favorite of the pak.
Quake 4 has enough open rail areas.
It's quite refreshing, to me, to have 1 map that is tight.
I've always liked corridor flag chasing and cutting off A LOT more than TDM in the middle of the maps w/rails.

Q4ctf1: Rails in the middle, rails in the flag room.
Q4ctf2: Rails in the middle
Q4ctf3: Ridiculous rails in the flag room

Q4ctf4 is the only map where the rail cannot dominate; therefore turns it in to an actual old school game of CTF with routes, chasing, and weapon variety. Q4ctf4 is the only map that gives a hint to QWctf which is the mod that started it all.

Yes, yes, yes. We've heard it all before:
The middle is laggy. We all know. :)
But it's laggy for everyone...

There are 3 other routes to cross the map other than the middle.

Leaving Q4ctf5 in the rotation is way more absurd than Relativity.

Posted: Sat Dec 31, 2005 9:38 am
by Dr4ch
Have you looked at my fps ctf mappack ?
I changed some item placements and the awfull ut-like spawns.and it runs better thanks to r_lightdetailevel 9.

Posted: Sat Dec 31, 2005 1:56 pm
by jayP.lq
TossSalad wrote: Yes, yes, yes. We've heard it all before:
The middle is laggy. We all know. :)
But it's laggy for everyone...
thats precisely my point. It is laggy for everyone, why do server admins still have it in rotation :confused:
Q4ctf4 is the only map where the rail cannot dominate; therefore turns it in to an actual old school game of CTF with routes, chasing, and weapon variety. Q4ctf4 is the only map that gives a hint to QWctf which is the mod that started it all.
no argument from me there, I like running the flag and rail fests are annoying. I disagree with you on Q4ctf2 tho'. It has many routes that allow for the old school gameplay you described. Also you have the option to take a safer route threw the middle that makes it less of a rail dominant map than the others.

I have to say however, that the other maps, for all there weaknesses are infinatly more interesting to play just because they allow you to move ( and they dont lag quite so hard )

I still feel the bottom areas on Q4ctf4 are way to cramped to really take advantage of the Q4 movement physics. I'm all for variety of routes, but let me open up and move.

We're given this great movement physics and then just a few places to use it on this map.
TossSalad wrote:Leaving Q4ctf5 in the rotation is way more absurd than Relativity.
ya got me there!:icon30:
Dr4ch wrote:Have you looked at my fps ctf mappack ?
I changed some item placements and the awfull ut-like spawns.and it runs better thanks to r_lightdetailevel 9.
yes I have, and I love it when I play it :)