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Maps & Textures
2011-05-06, 15:26
Member
139 posts

Registered:
Feb 2011
map is FINAL NOW!!

this map was made by me and with help from Kloze

A Big thanks goes out to all the supporters and testers!!

*Will try and get this map up on all major servers now

**************
Final Changes
**************
- removed the path up to rl from big and made a new shorter one, and added ssg there.
- placed ya at old ra, and ra at old ya place.
- added some curves and details all over the map.
- removed the hidden stairs and added a lift instead.
**************

Download Link BSP: http://upload.foppa.dk/files/ctl5.bsp
Download Link LOC: http://upload.foppa.dk/files/ctl5.loc
Download Link w/ .loc .txt .bsp : http://upload.foppa.dk/files/ctl5.zip


This is the banner in the screenshots, and a EQL one aswell, but ofcourse you can make your own banners like a clan banner etc. HF!
Download Link: http://uploading.com/files/d6d17cae/quake1.tga/
Download Link: http://uploading.com/files/1c498cdb/quake2.tga/

Rename the banner to quake.tga and put it in qw/textures

Items on map.

1 x Quad
1 x Ring
1 x RL
1 x LG
1 x GL
1 x SNG
2 x SSG
1 x RA
1 x YA
2 x MEGA (one is in secret, not hard to find though)
2 x GA

NEW Screenies:

http://img109.imageshack.us/img109/7060/ctl51.jpg

http://img268.imageshack.us/img268/1812/ctl52.jpg

http://img691.imageshack.us/img691/696/ctl53.jpg

http://img692.imageshack.us/img692/6897/ctl54.jpg

http://img577.imageshack.us/img577/9930/ctl55.jpg

http://img219.imageshack.us/img219/1483/ctl56.jpg

http://img706.imageshack.us/img706/5603/ctl57.jpg

http://img837.imageshack.us/img837/1812/ctl52.jpg

http://img593.imageshack.us/img593/8044/ctl511.jpg

http://img6.imageshack.us/img6/5258/ctl512.jpg

http://img34.imageshack.us/img34/7060/ctl51.jpg

http://img710.imageshack.us/img710/1812/ctl52.jpg

http://img839.imageshack.us/img839/696/ctl53.jpg

http://img847.imageshack.us/img847/6897/ctl54.jpg

http://img805.imageshack.us/img805/9930/ctl55.jpg

http://img820.imageshack.us/img820/1483/ctl56.jpg

http://img269.imageshack.us/img269/5603/ctl57.jpg

http://img850.imageshack.us/img850/3901/ctl58.jpg

http://img850.imageshack.us/img850/5527/ctl59.jpg

http://img263.imageshack.us/img263/5348/ctl510.jpg
2011-05-06, 15:55
Member
793 posts

Registered:
Feb 2006
love it, had a quick run around on the server.

one major thing i notice that this map as most newer custom maps has all powerups and all weapons. one reason people keep rejecting newer maps is that they feel they lack 'distinctive' gameplay. i love custom maps but i agree with that point. think about it this way, if you include all weapons/items you're competing with dm3 and against 15 years of players getting used to that map.

why not go for something more extravagant? maybe a lg-but-no-rl kind of map, or limit shotgun ammo or make a ring-only map. just my 2 cents how it could be easier to break into the conservative quake scene.

loved the brushwork and the item placement. textures were not exactly my taste, a bit dark maybe.


hm, if you were to try something more 'crazy' in regards to items/weapons maybe use the same ma and make different versions. would be less work and people could just pick the version they enjoy most.
2011-05-06, 16:29
Member
139 posts

Registered:
Feb 2011
thnx!, yes that sounds interesting.. well i have one more version in my head. was thinking about removing pent, moving quad to pent and gl to quad.. or remove gl
2011-05-06, 16:33
Member
626 posts

Registered:
Jan 2006
and, a stair from lg-water up to quad area please? feels like the water tunnels are maybe to "long", and way to hard to get out from with lg if you dont have ya / mega stacked up

I like the dm3 / dm2 / e1m2 feeling over it, got a few things from each map, stairs, water, buttons etc.
2011-05-06, 16:50
Member
139 posts

Registered:
Feb 2011
Fixed phrenic only on ctl5b2 though. i kinda like that version without pent more
2011-05-07, 18:34
Member
139 posts

Registered:
Feb 2011
updated, 3rd beta now, check first post
2011-05-08, 10:16
Member
1 post

Registered:
May 2011
i have checked your updated version of 3 beta, can u share your last updated version?
2011-05-08, 10:53
News Writer
309 posts

Registered:
Sep 2006
The first mix games were kinda fun and I start to like the map. I guess it has potential and really feels like a QW map.
LG in water reminds dm3, it's a very good idea. There arent many cells furtunately on the map.
Let's hope for farther testing!
2011-05-08, 12:43
Member
139 posts

Registered:
Feb 2011
updated, still beta 3 though, just did some minor trickjumping things and details added extra tunnel to ya from lg water, right when come up, so u can choose to go right to ya low, or left so u come up to ya
2011-05-08, 13:17
Member
212 posts

Registered:
Apr 2006
I like the changes, especially the slope in big room - using GL + slope jump I made it up to the higher layer

What I am missing is a little balcony (or hole in the wall) in quadroom, an evil place to camp and maybe some small items there...talking about one of these spots:

http://img834.imageshack.us/img834/1314/balcony.png


2011-05-08, 15:14
Member
139 posts

Registered:
Feb 2011
you don't think it will be too much ? u allways got the pillars to hide behind, kloze was talking about a tele in windowroom at rl wich would take you to quad.. maybe can make a room in the rooks where you come out
.. will try and see
2011-05-08, 15:43
Administrator
2059 posts

Registered:
Jan 2006
I'm worried the map is getting too "connected" already, i.e. many entrances into each room etc. The quad room already has three entrances aswell, adding a teleporter that takes you there sounds awful... :}

Otherwise i like the general feel of the map and the texturing is easy on the eyes. Should be an obvious addition to _at least_ custom map tournaments and xs4all ffa
www.facebook.com/QuakeWorld
2011-05-08, 15:47
News Writer
309 posts

Registered:
Sep 2006
It was just a wild proposal because it takes a lot of time to get to Q from RL. But it also may stay that way, praccs will show the potential of the map.
Dont forget about squish button Muff! (Secret Mega)
2011-05-08, 16:46
Member
139 posts

Registered:
Feb 2011
Updated, only added the squishy button kloze . feels like this might be last beta.
2011-05-09, 11:09
News Writer
309 posts

Registered:
Sep 2006
After watching some demos I would consider reducing the amount of cells from 39 to 33 - at many points of the game there were like 4-5 ppl running with a substantial number of cells. I suggest reducing the cells pack near RL room.
Dont forget to remake the MH secret room to make it all squishable
2011-05-09, 12:08
News Writer
1267 posts

Registered:
Jun 2007
Jumped around some on the map. I like how nice it felt to just bunny around on it and it looks like it could be a nice 4on4 map. Also, I spent some time looking for pent until i checked the post again and saw that there was none. That made me happy and I look forward to play some mixes on this map this week.
Chosen
2011-05-09, 12:48
Member
139 posts

Registered:
Feb 2011
Ok, i will finalize the map today or tomorrow. Its fixed kloze i think youre gonna like it
the squishy. Lets hope someone wil put the final version on the major servers like foppa, pangela etc
Cause mine is way too laggy cause its on the same as i play.
2011-05-09, 13:25
Administrator
1265 posts

Registered:
Jan 2006
i havent tried it but thumbs up for the iniciative.

this thread mentions 2 important things in map creation, often underrated, imo:
* weapons available
* ammo quantity available and location

as for weapons, dm2 and e1m2 are the only popular maps without lg. These maps have in common great deal of strategy, although the playing style is completely different. on the other hand, i think if any of these maps had LG, they weren't so interesting. I would like to see more maps without lg

as for ammo available, this one is a tricky one. i love e1m2 parcially because of low amount of rockets in the map. it adds a lot of strategy, even though that this IS an episode map (this wasn't originally designed for 4on4 but it works well - and the rl ammo detail is hugely important). different persons have different opinions about how much ammo is "enough". imo, "enough" is not linear. again, take e1m2 and dm2 for example. one has too much, the other too little. is that bad?
I'de say it depends what style of play that fits the map. imo, it fits perfectly in both maps. now, you got to figure out what style of play fits *this* map specifically.

having said that, it is very hard to really "finish" a map without proper testing. ammo quantity and placement are part of this equation.
never argue with an idiot. they'll bring you back to their level and then beat you with experience.
2011-05-09, 14:58
Member
139 posts

Registered:
Feb 2011
This is true what you say, but then again, you have to take in consideration that dm2 e1m2 dm3 and all those maps are made by a company with internal playtesting that occurs daily for months. i have my server on my gaming pc with lagg, then you have got to get the ppl to playtest it. i don't know if the qw community got the will to playtest that much to get a random custom map perfect, when they clearly can join a server with better ping and play dm3
and they also have to dl new map each time. if 7ppl would agree to playtest it for a month to get it perfect then im happy =). but somewhere you have to draw a line and just finish it so it doesnt fall off the radar.
And let time pass and let the playstyle and strategy evolve from the map with what you got. cause if you look at dm3 as an example, the strategies and playstyles have changed over the years.
And i also have to hope for the admins on servers to upload it aswell hehe. One good thing about playtesting it for so long is that it might get stuck on ppls brain so they don't forget about it.
Another thing is, how fun a map is, and what neat things is in it. a map will get better if you let it grow on you, play it alot, make use of what you got to get the things you want. one thing that is very important also is connections of the map. how rooms are connected to each other etc.


you can look at it this way, picture a cirkel, in the middle you got ra, right corner ya and quad, left corner rl, in the middle to the right ring and in the middle to the left lg. then think how these connects and how easy they are for teams to get. ppl will camp ra, let the team get lg, team guys from rl can jump down to ra and get it, then go for ya room or lg, then quad. The other team that don't have control of ra have to get rl, then try to move to ya and get the green armors on the way to beef up a little, also at ya they should get high mega gl, one should get ring to attack ra while the rest concentrate on getting quad to sweep the map and finally take over ra. while you wait for ring try concentrate on keeping quad safe so you can try take over the central map lock the other team has.

this is how i was thinking, so i didn't make the map like dm3 dm2 or e1m2. cause in those maps, one team has half the map locked or more, and the other has to take it over. i wanted to think outside of the box and try as i said a central map lock map.

and once you got that picture then you have to place ammo for it, but its hard ye =)
2011-05-09, 16:01
Administrator
1265 posts

Registered:
Jan 2006
I agree with what u say.

sometimes its a matter of playing 3 or 4 matches, observe it and ask ppl for input. with only that, you ll be able to identify what works and what can be improved.
server admins are nice, so if u ask they will get the map on the server sooner or later

feijoada.no-ip.org:27501 has it now, have fun (ctl5b4.bsp)
never argue with an idiot. they'll bring you back to their level and then beat you with experience.
2011-05-09, 17:32
Member
139 posts

Registered:
Feb 2011
updated to ctl5, we can change item placement later with .ent files, layout is done. just rename your old loc files until i have a new better one
2011-05-09, 17:33
Member
485 posts

Registered:
Feb 2006
Id playtesting has little to do with today's game. It's by chance that TB3 work at all as 4on4 maps in 2011.
2011-05-09, 17:46
Member
139 posts

Registered:
Feb 2011
ye maybe, but it was the same back when i started in 96 aswell

it was the same maps dm3 dm2 in the dm quaketest also, they might have changed some stuff from the test back in the day, dunno

**and if we feel something absolutely needs to be changed to the layout i will fix it then

*updated, had to fix one minor thing.
2011-05-09, 19:56
Member
139 posts

Registered:
Feb 2011
new loc file by mr flintheart! http://upload.foppa.dk/files/ctl5loc.rar
Loc file is now added into ezquake, thnx johnny
2011-05-13, 16:56
Member
139 posts

Registered:
Feb 2011
see last post
2011-05-13, 23:00
Administrator
1025 posts

Registered:
Apr 2006
Muff1n wrote:
map updated for the last time. Fixed a bug in ra room where the walls was too thin.
removed the elevator in ra and replaced with a staircase, shoot the yellow grate so it moves out of the wall, same as the quad gates, only done once at start of match.
Fixed the other box in RL so u can hide behind both now. Fixed water area and made it bigger with a pillar in the middle.

loc file is also updated, better now.

cuve.se updated to newest version.
2011-05-14, 00:44
News Writer
309 posts

Registered:
Sep 2006
Before someone denounces the new RA arrangement:
- remember that RA is definitely one of the most needed items and getting it should be harder than others
- if you think that getting it takes a way too much time, try jumping from Ra-balcony to the middle of the staircase (cuts the time in two actually) or learn the RA trick (it is now more rewarding which was one of the main issues) or simply RJ there (if available)
- camping RA hasn't changed: you still have to beware of the fuckers coming out of the water (discharge warning!), you still have to take care of the RA-hole and balcony. You're absolutely not a sitting duck there - but you have to do the camping right. Definitely the best way is to camp the RA balcony.
From the mixes we've played, I can say that the most interesting fights happened at Quad and RA so give it a try !
2011-05-23, 15:16
Member
139 posts

Registered:
Feb 2011
MAP IS NOW FINAL!!!!!!!!!!!!!! grab it and while youre at it, DELETE your old ctl5 map or OVERWRITE it!! otherwise you will get an error trying to connect to servers.

even if you get the error wrong model number or something. just delete the old map and reconnect to server to get the new !

come on ppl lets mix this map back to the stone age

thanks to all who supported me and all who tested the map, BIG thanks. It was a long and hard road with ALOT of testing and alot of versions but now we are there
2011-05-23, 17:08
Administrator
2059 posts

Registered:
Jan 2006
...and now we of course want to know about your next project
www.facebook.com/QuakeWorld
2011-05-23, 22:34
News Writer
309 posts

Registered:
Sep 2006
All Polish servers updated with the final version now.
  38 posts on 2 pages  First page12Last page