Cobalt (wvwq4dm2) - Final

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wviperw
Posts: 334
Joined: Sat Mar 17, 2001 8:00 am

Cobalt (wvwq4dm2) - Final

Post by wviperw »

***FINAL!***

DOWNLOAD

Servers:
LovingAngel's Q4Max Server: 194.124.229.14:27500 (maps)
FragArcade Server: 64.34.178.176:28004 (mappack)

Screenies:

Image

Image

Image

Image
Last edited by wviperw on Sat Mar 04, 2006 6:40 am, edited 5 times in total.
[url=http://www.goodstuffmaynard.com]Good Stuff, Maynard![/url]
jayP.lq
Posts: 202
Joined: Tue Mar 01, 2005 8:33 pm

Post by jayP.lq »

I cant seem to open the map.

I checked to make sure it was in my q4base folder, and its there. What I have is wvwq4dm2_alpha2...is that correct?

It doesnt show in the map selection screen when I try to create a server. I looked under DM as well as tourney. I also tried to open through the console

" map wvwq4dm2_alpha2" as well as " map map/wvwq4dm2_alpha2"

both return an error message " couldn't find map/wvwq4dm2_alpha2.map"
wviperw
Posts: 334
Joined: Sat Mar 17, 2001 8:00 am

Post by wviperw »

Sorry about that. Me, in my infinite wisdom, should have probably included instructions or something.

Anyway:

"spawnserver mp/wvwq4dm2_alpha2"

should do the trick.
[url=http://www.goodstuffmaynard.com]Good Stuff, Maynard![/url]
jayP.lq
Posts: 202
Joined: Tue Mar 01, 2005 8:33 pm

Post by jayP.lq »

hehe, tx man :]

I'll post any thoughts I have.

BTW, you might post this in the level editing forum too :)
wviperw
Posts: 334
Joined: Sat Mar 17, 2001 8:00 am

Post by wviperw »

LOL, forgot about that. :)
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jayP.lq
Posts: 202
Joined: Tue Mar 01, 2005 8:33 pm

Post by jayP.lq »

wow, lots of nice things in this map. I'm looking forward to playing this map with sabot as you develop it further :)

It has a Q1 feel to me because of the lifts and traps. I normally dont like to have to deal with traps in a map but here it seems to work really well. They seem to all have a definate function beyond being just a neat trick to put in the map.

I like that the rail is real dangerous to get to from that floating platform, very nice. Rail could be very dominant on this map so its nice that you made it difficult to get to.

I like the MH lift a bit less because it seems to slow me down more than I'd like. I kind of wish I could do a quick ramp jump up to it. I was thinking something similar to the ramp-jump to get out of the railgun pit on "monsoon" or the YA ramp-jump on "phrantic". Maybe something that would take two jumps if your wanting to slow the player down a bit. Do you know what I mean?

What would be nice about this is that it gives the map more of a Q4 feel

Another thing I noticed, and I'm not sure if this was intentional, is that when shooting the triggers on the wall for those trap doors it works with all weapons except the MG.

One last thought, I love the teleporter boost to the RL platform. It would be pretty fun make the RL platform higher, and to put a small ramp just in front of the teleporter exit so you get a higher boost up in the air.

I'm not sure if that has any gameplay value, but it would certainly be a fun ride hitting that teleporter :)
wviperw
Posts: 334
Joined: Sat Mar 17, 2001 8:00 am

Post by wviperw »

I like the MH lift a bit less...
Yeah, the MH area is sorta iffy right now. I threw it in last minute and didn't get to playtest my changes. Before what you see now, to get to mega you actually had to go in the direction of the hyperblaster and turn left and go up some stairs to where the mega is now, which seemed to be making a deadspot in the map. I might try one of your suggestions though in playing around with it.
Another thing I noticed, and I'm not sure if this was intentional, is that when shooting the triggers on the wall for those trap doors it works with all weapons except the MG.
Actually, the buttons should trigger with only projectile weapons, so HB and RL. I'm not sure I'm going to keep weapon triggering in at all though. It was just something that kinda popped up and me and my friend thought it was cool. I sorta like it that just projectile weapons trigger the buttons. Gives a special kind of utility to the underused HB.
One last thought, I love the teleporter boost to the RL platform. It would be pretty fun make the RL platform higher, and to put a small ramp just in front of the teleporter exit so you get a higher boost up in the air.
Hehe, yeah that tele jump is fun. Not sure about adding a ramp to propel the player. Coming out of that tele is already quite deadly if the other player is in that room.

Thanks for the feedback!
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pjw
Posts: 860
Joined: Sun May 07, 2000 7:00 am

Post by pjw »

I normally like your stuff quite a bit...but I'm not all that crazy about what you have here so far. Keep in mind that all of this is pretty subjective, and that I haven't actually played the map with a human being...

The LG trap just seems gimmicky. Bleh. I've never been a big fan of traps in tourney maps though.

I agree with jayP.lq that the plat to MH seems slow--I'd also prefer a more Q4-ish solution there (slope jump and/or crouch slide or somesuch).

My biggest gripe though is that connectivity from lower --> upper seems really iffy. All you have is the tele or the RG plat (and lots of potential rocket jumping and stuff, but I'm not really counting that). It seems like a simple matter for one person to get buffed and hang out by the tele_dest and just wait for his opponent to pop in or come around the corner. I think the map would be improved by one or two more physical connections from bottom to top (and maybe make it so you can't go down to RG, only up from, to keep it hard to get?).

Hopefully this is helpful and not just annoying. :)
I beat the internet; the end guy is hard.
wviperw
Posts: 334
Joined: Sat Mar 17, 2001 8:00 am

Post by wviperw »

I haven't actually played the map with a human being...
Unfortunately you're not the only one. Seems that it is quite a bit harder than I thought it would be to get Q4 players to test maps...
The LG trap just seems gimmicky. Bleh. I've never been a big fan of traps in tourney maps though.
As much as I hate to classify something as coming down to personal taste, this might be one of them. I really tried to get back to the old-skool style of maps from the Q1/Q2 days. There's a big difference between using traps as gimmicks and using traps as gameplay devices in a level. Go watch pretty much any demo (though I recommend Thresh or Scooby) on Q2DM3 and you'll see what I'm talking about. The tunnel (or traps in general) isn't just about getting lucky and trapping the other player. In this case, you can close the tunnel to completely block off a route of the map. This forces your opponent to make certain strategic decisions that, if you're good, you can predict.

MH area: Completely revamped for alpha3...

Lower->Upper Connectivity: Hmm, I guess this part will need gameplay testing. Notice that the upper level doesn't really contain any big-name items... RA/RG/MH/LG are all lower levels. So it's not going to do you a lot of good just camping around on top level as you'll start losing rather quickly. Rather, the top level is intended to be used as a sort of regathering / waiting-for-powerups-to-respawn area for the player. Whether it actually acts this way remains to be seen. I'm going to keep the vertical connections in mind though as I hopefully start to see demos from players.
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pjw
Posts: 860
Joined: Sun May 07, 2000 7:00 am

Post by pjw »

wviperw wrote:As much as I hate to classify something as coming down to personal taste, this might be one of them.
Heh. You might very well be correct. :)
I'm curious to see how future versions of this develop...
wviperw
Posts: 334
Joined: Sat Mar 17, 2001 8:00 am

Post by wviperw »

Beta is out.
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jayP.lq
Posts: 202
Joined: Tue Mar 01, 2005 8:33 pm

Post by jayP.lq »

screenies look great !

I'm DLing now

PS: You might want to check the DL link, its launching outlook express when I click the link :icon27:
Oeloe
Posts: 1529
Joined: Fri Mar 19, 2004 8:00 am

Post by Oeloe »

Proper link:

http://www.planetquake.com/wvw/other/wvwq4dm2_beta.zip

Just add the http:// part to stop the forum from making a mailto link of it.
wviperw
Posts: 334
Joined: Sat Mar 17, 2001 8:00 am

Post by wviperw »

***BETA 2 is out!***

DOWNLOAD
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wviperw
Posts: 334
Joined: Sat Mar 17, 2001 8:00 am

Post by wviperw »

***FINAL!***

DOWNLOAD
[url=http://www.goodstuffmaynard.com]Good Stuff, Maynard![/url]
{uZa}FreakOfNature
Posts: 151
Joined: Thu Oct 20, 2005 2:18 am

Post by {uZa}FreakOfNature »

This map kicks ass! I've added it to our custom maps server.
All Out War! 8 player DM Server
1.2 patch + Q4Max + Custom maps + FAST Auto-Download!
Go to [url]http://www.uzaclan.net[/url] for more details or just connect to: 67.19.62.215:28004
[b][color=red]Stats are kept on uZaClan.net[/color][/b]
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