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Server Talk
2011-03-01, 21:52
Moderator
1329 posts

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Apr 2006
So I'm asking if people know about huge maps with large areas for a new game mode called bloodfest. Typical map should be at least as big as rz1pondb or ukpak2, preferrably even bigger. Give me suggestion and I'll take a look and maybe add .ent file for it for the monster respawns.
Servers: Troopers
2011-03-01, 22:06
Member
792 posts

Registered:
Feb 2006
any more info on the actual mod the map is supposed to be for?
2011-03-01, 22:22
Moderator
1329 posts

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Apr 2006
Topic kinda says it, it's "survival".

Players team up and start killing a lot of respawning monsters. You could say it's a bit like invasion in Unreal Tournament, or maybe similar to left4dead. The longer you survive, the more monsters there will be. Occasionally monsters drop quad damage to help you, and killing a monster grants you a bit of health and armor. In the end you are taking so much damage without the quad you just can't survive the onslaught.

With friends you have a chance, without them you will just simply die.
Servers: Troopers
2011-03-01, 22:54
Member
792 posts

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Feb 2006
sounds fun. i was wondering if you are actually progressing through the level or if you are defending some central arena, king of the hill-style. ie. do the monsters come to you or do you come to the monsters?

best and most fun quake invasion style map i ever played is probably invade4a for teamfortress. that one is actually very tailored for teamfortress not neccessarily fun for the mod you describe.

edit: it's pretty huge though!
2011-03-01, 23:09
Moderator
1329 posts

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Apr 2006
At the moment we have only maps where you run and try to survive, but just moments ago there were some thoughts of "progressive" maps too (get from point a to point b). The gamemode is still under heavy construction and we are still testing different maps and ideas.
Servers: Troopers
2011-03-02, 01:52
Member
132 posts

Registered:
Mar 2006
Coop crimsonland in quake!? Hell yes!!
Mine do no spaek engrish!
2011-03-02, 21:26
Moderator
1329 posts

Registered:
Apr 2006
Anyone?

The current maps are:

- bloodfest (just big square room)
- e1m7 (a bit small but surprisingly fun)
- dm4ish (acceptable)
- kenya (not yet tested)
- arena5 (ok map with some elevation)

What we need is big map with little corridors and/or elevation. Enemies should be able to see you from almost any angle so they can attack you.


EDIT: could you provide easy download link (preferrably no zipping) for the suggested maps.
Servers: Troopers
2011-03-02, 21:56
Member
173 posts

Registered:
Jun 2008
dmz1++ is fairly open - it might be a bit small, but should do.
2011-03-03, 09:23
News Writer
283 posts

Registered:
Jan 2007
This sounds sweet. I think monsters should be used way more in mods - being able to do something to have a vore guarding RA or a hell knight running around sng would be sweet. This survival thing sounds better than that though.
2011-03-03, 09:35
Member
59 posts

Registered:
Mar 2008
alk08dm.bsp
dranzdm8.bsp

http://www.mediafire.com/?vmxq4rzuj56ppcn
2011-03-03, 11:39
Moderator
1329 posts

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Apr 2006
Dranzdm8 could work, but they are maybe a bit too complex. Well, we'll see.
Servers: Troopers
2011-03-03, 12:14
Member
693 posts

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Jan 2006
Try qffl2dm2 and titan2 (both pretty big)

There are also some beasts in the ukcldmX series. UKQC1 is quite large also if I recall right.
2011-03-03, 14:19
Member
59 posts

Registered:
Mar 2008
genocide.bsp

http://maps.qw-dev.net/genocide.bsp
2011-03-03, 14:25
Moderator
1329 posts

Registered:
Apr 2006
Genocide is ok.

Both qffl2dm2 and titan2 are big, but they are not open enough and have too many corridors and walls. As I mentioned, monsters should be able to see you from everywhere so they can attack you in swarms.
Servers: Troopers
2011-03-03, 14:37
Member
284 posts

Registered:
Oct 2006
Renzo wrote:
Genocide is ok.

Both qffl2dm2 and titan2 are big, but they are not open enough and have too many corridors and walls. As I mentioned, monsters should be able to see you from everywhere so they can attack you in swarms.

Why is this a requirement? At least bots know what is going on all over the game, why would these monsters not know where you (or other enemies) are? I don't know how the mod works, but just seems like a weird restriction to me
2011-03-03, 14:47
Member
59 posts

Registered:
Mar 2008
barrel.bsp - very open :-)

http://maps.qw-dev.net/barrel.bsp

slaug.bsp

http://maps.qw-dev.net/slaug.bsp
2011-03-03, 17:18
Moderator
1329 posts

Registered:
Apr 2006
Barrel and slaug look ok, have to test these maps later tonight.
Servers: Troopers
2011-03-04, 23:14
Moderator
1329 posts

Registered:
Apr 2006
Current supported maps are: (also "too easy" part solved)

arena3
arena5
barrel
bloodfest
dm4ish
e1m7
genocide
hohoho
kenya
q1dm17
slaug

The only thing left to do is some finetuning.
Servers: Troopers
2011-03-05, 22:09
Member
59 posts

Registered:
Mar 2008
death6.bsp

http://maps.qw-dev.net/death6.bsp

fragyard.bsp

http://maps.qw-dev.net/fragyard.bsp

pillar.bsp

http://maps.qw-dev.net/pillar.bsp
2011-03-07, 13:28
Administrator
1841 posts

Registered:
Feb 2006
Is map support done with .ent files, or is it hardcoded?
2011-03-07, 13:45
Moderator
1329 posts

Registered:
Apr 2006
Zalon wrote:
Is map support done with .ent files, or is it hardcoded?

The answer to that is in the first message of the thread:
Renzo wrote:
Give me suggestion and I'll take a look and maybe add .ent file for it for the monster respawns.
Servers: Troopers
2011-03-07, 14:06
Administrator
1841 posts

Registered:
Feb 2006
Renzo wrote:
The answer to that is in the first message of the thread

Probably should have noticed that, then again that would require that I actually read what I'm replying to
2011-03-07, 14:15
News Writer
1267 posts

Registered:
Jun 2007
Got any video of this in action?
Chosen
2011-03-07, 14:32
Moderator
1329 posts

Registered:
Apr 2006
You get to play it once we feel it's finished enough. We have had some testers already, wasting their time for the whole weekend playing it, but some things need to be ironed out first.

Note: on top of having KTX, you just need proper maps and the .ent files to play it, so every server can actually run the gametype if needed.
Servers: Troopers
2011-03-07, 17:33
Member
10 posts

Registered:
Oct 2009
Sounds wicked, can't wait to play this )
2011-03-08, 01:46
Member
48 posts

Registered:
Sep 2007
I've been playing some megaTF coop. This sounds just like that..
There are last man standing, survival mode etc.
monsters drop stuff and so on..

What is the difference between this and that?
2011-03-23, 09:57
Moderator
1329 posts

Registered:
Apr 2006
We are in the final stages of bloodfest development, and the mod is now quite playable. Some people have already been playing it a bit, and I think I could make the server where it is run public.

On a later date, I can compile a small package/zip that contains at least current supported maps (so .ents, .bsps and .cfgs in proper places) so any server admin can run it. All these files will be added to the next KTX release too, and will be available on repositary's example-configs.

Any need for a front page news, explaining what it is about?
Servers: Troopers
2011-03-23, 10:39
News Writer
1267 posts

Registered:
Jun 2007
I think a front page news would be good to get some more pl to notice it. Im not sure how many players are reading this compared to front page stuff.
Chosen
2011-03-23, 15:14
Member
55 posts

Registered:
Jan 2009
Yea, I visit qw.nu daily and have totally missed this thread until now
The mod sounds superfun too!
2011-03-23, 15:57
Member
1099 posts

Registered:
Jan 2006
Renzo wrote:
.ents, .bsps, .txts and .cfgs in proper places

Fixed that for you!

Can't wait to try this, it sounds really nice.
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