Q4 TDM Beta-ish thing.

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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GODLIKE
Posts: 387
Joined: Tue Nov 30, 1999 8:00 am

Q4 TDM Beta-ish thing.

Post by GODLIKE »

This map is NOT going to be an entry in the Id mapping contest. I really just don't have the time to finish it up before the deadline without doing it half-assed, and I'm really focused on my new job.

So, I thought I'd just release this slightly updated version for some more gameplay feedback:

screenshot:
http://www.kilnet.org/images/tdm1beta.jpg

download:
http://turkeyfiles.escapedturkey.net/qu ... 4tdm1b.pk4

The visual style is "starting to happen" but the map is really not going to look the way it does right now; I just want to hammer out the layout. I'm beginning to feel happy about the scale of the map. Sadly, getting four guys together to test the map with is a bit of a challenge... so I'm hoping for some nice feedback from you guys.

Also: Good luck to all the mappers entering the Id contest! I've seen at least four pretty badassed beta maps in the last while, and I'm hoping to see a bunch of them in the 1.4 patch. WP. :icon31:
dichtfux
Posts: 571
Joined: Thu Feb 02, 2006 10:51 pm

Post by dichtfux »

I downloaded the previous version of your map and gave it a try and I'll do the same with this new version.

Count me in if you want to give it a try in TDM. You should be able to >> contact me << during the weekend as I'll be hanging around at home and doing university stuff (more or less) most of the time. :puke:

Do you have a q4 server on the inet btw? If so, where is it located?

EDIT: Just ran around your map a bit and i kust say that I like this version a lot better than the last one. The last version seemed a bit boring because there was very little connectivity - once you decided to take a certain corridor, your path was quite fixed for a long time (unless you turned around) - this is much better in the new version.

I like the possibilty to fall down to the LG, though it gives you some damage.

RA placement seems better, too. But you could maybe pull the armor a bit more to the edge of the platform to give a player on the lower ground a chance to deal at least a bit of damage to someone trying to grab the armor from above. Placing a ceiling above it to allow for ceiling splash damage may also make it more risky to take it if someone else is close by, forcing more vertical battles for the RA instead of simply giving it to the player on the upper level.
[color=#FFFFFF][url=http://maps.rcmd.org]my FPS maps[/url][/color]
GODLIKE
Posts: 387
Joined: Tue Nov 30, 1999 8:00 am

Post by GODLIKE »

Thanks.. some good ideas there. I'll put you on the list for TDM, if I have some time in the next while.

My server is at http://www.kilnet.org.. 64.85.33.12:28004. I'll put up the new beta when I get back from work.
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