User panel stuff on forum
  27 posts on 1 page  1
Maps & Textures
2013-05-04, 11:20
Member
28 posts

Registered:
May 2013
I am currently creating an 1on1 map. So far I have created the basic map structure and trying to figure out balance. I will add eye-candy after the map plays nice.

Screenshots:

http://i.imgur.com/lGmYanTh.jpg

http://i.imgur.com/lDqb0Byh.jpg

http://i.imgur.com/xSF0xuDh.jpg

http://i.imgur.com/UofBlfih.jpg


Download beta2
Download beta3
Download beta4
Download beta6
phex_stoma_b6 locs

Release candidate:
stoma_rc3 (Crashing some clients)
stoma_rc4

Available on:

welp.se:28001
welp.se:28002
welp.se:28003
welp.se:28004
welp.se:28005

froschroom.com:27500
froschroom.com:27501
froschroom.com:27502
froschroom.com:27503

ql.qw2.us:27500
ql.qw2.us:27501

(Edited 2013-10-28, 18:49)
2013-05-05, 13:25
Member
94 posts

Registered:
Oct 2011
Nice with new maps, people start playing it
2013-05-05, 15:41
Member
370 posts

Registered:
Mar 2008
Nice map =)

I will put it on the Quake Legion servers if people want to try it out.

ql.qw2.us:27500
ql.qw2.us:27501
2013-05-07, 17:51
Member
28 posts

Registered:
May 2013
Updated map after suggestions by betatesters. Grab it while it's hot!

Download beta4

(Edited 2013-05-08, 16:02)
2013-05-08, 08:18
Member
22 posts

Registered:
May 2012
It looks good, and it plays good (only tried 1on1 so far).
The addition of a bit of extra ammo and the removal of water in beta 3 has made all the difference.

Just needs more people playing it!
2013-05-16, 23:42
Member
223 posts

Registered:
Aug 2011
Said I´d give you some feedback so here it is:

* Too many, narrow corridors. They make for easy spam and not so exciting fights. Feels like maggot lair in diablo 2.
* Quad room should look more like the red room, with lots of openings and a larger area around it.
* One teleport leads to the other, but that teleport leads to the opposite side of the room of the first. It there a reason for this?
* Good flow on the map, you can speedjump pretty freely which I like.

You have some good ideas in the map, but the maggot lair corridors leading between the interesting rooms are quite a turnoff.
carrier has arrived - twitch.tv/carapace_
2013-09-08, 15:23
Member
28 posts

Registered:
May 2013
I updated the map with some suggestions from various people.

* Corridors are shortened when possible to make the map faster
* Fixed teleporter so that it feels normal (entrance and exit at the same position)
* Widened some places and made others narrower
* Changed steps up to RA to teleporter instead. I never liked those stairs anyway
* All stairs are now ramps (even though they looks like stairs)
* Minor tweaks

I tried to make the map a bit less maggoty but I am not sure it is doable at this stage. But I will consider it if I make another map.

Download beta 6
2013-09-09, 12:10
Member
286 posts

Registered:
Sep 2012
I really like this version, the only thing I'm not sure about is the ramp stairs. But it's really fun to play !
2013-09-17, 17:36
Member
28 posts

Registered:
May 2013
I added some locs to the map for some hot 2on2 action.

phex_stoma_b6 locs
2013-09-18, 06:20
Member
286 posts

Registered:
Sep 2012
Awesome !
Now just finish texturing it and release a final version
2013-09-25, 16:04
Member
28 posts

Registered:
May 2013
I did some retexturing and minor tweaks. I think this is "good enough", so if I do not get any major complaints this will be the final version.

stoma_rc3
2013-09-25, 16:58
Member
343 posts

Registered:
Feb 2006
For your info, it crashes my ezQuake Mac OSX build and actually also the PC version

MAC
Application Specific Information:
Assertion failed: (!string), function SV_Error, file /Users/admin/Documents/ezquake-source/osx/../sv_main.c, line 280.


PC
SV_ERROR: SOLID_BSP with a non_bsp model


it ran for a time, but when I move into a specific room it crashes.
ProjectQ1Q3, Frogbot Waypoint and Map Conversion Tutorial @ http://mickkn.mooo.com
2013-09-25, 17:02
Member
28 posts

Registered:
May 2013
That sounds bad. Didnt catch it while testing. I jumped around on the map for at least 15 minutes so if you have any additional info It would be good.
2013-09-26, 12:41
Member
226 posts

Registered:
Jun 2006
win7 same issue here:http://puu.sh/4ACMD.png
--irc.quakenet.org #telefrag.me and #QWL | foogsQuakeWorld Ladder
2013-09-26, 13:06
Member
28 posts

Registered:
May 2013
Weird. What client are you using? Maybe I can replicate with the "right" client.

EDIT:

Managed to replicate the crash. Thanks for the feedback.

I found an "empty" func_wall which for some reason crashed some clients.
2013-09-26, 13:58
Member
28 posts

Registered:
May 2013
Bugfixed version:

stoma_rc4
2013-09-26, 14:29
Member
343 posts

Registered:
Feb 2006
Works now

Remember to make some Frogbot Waypoints for the map
ProjectQ1Q3, Frogbot Waypoint and Map Conversion Tutorial @ http://mickkn.mooo.com
2013-09-26, 16:06
Member
286 posts

Registered:
Sep 2012
Waypoints, good locs, and it should be ready to go !
2013-10-27, 18:15
Member
23 posts

Registered:
Apr 2012
Best 2on2 map in the game ! Now with added locs!
2013-10-27, 18:15
Member
23 posts

Registered:
Apr 2012
Best 2on2 map in the game ! Now with added locs!
2013-10-27, 18:15
Member
23 posts

Registered:
Apr 2012
Best 2on2 map in the game ! Now with added locs!
2013-10-27, 18:16
Member
23 posts

Registered:
Apr 2012
Best 2on2 map in the game ! Now with added locs!
2013-10-27, 18:16
Member
23 posts

Registered:
Apr 2012
Best 2on2 map in the game ! Now with added locs!
2013-10-27, 20:33
Member
343 posts

Registered:
Feb 2006
What about FBCA waypoints ?
ProjectQ1Q3, Frogbot Waypoint and Map Conversion Tutorial @ http://mickkn.mooo.com
2013-10-27, 21:24
Member
28 posts

Registered:
May 2013
I didn't get around to create any. Is people playing against bots still?

If someone wants to step in and create waypoints that is fine by me.
2013-10-28, 11:09
Administrator
1265 posts

Registered:
Jan 2006
I played it yesterday 2on2 and I loved it!

great flow in the map, lots of speedjumping, good balance imo, it's great fun. perfect for 2on2
its a clever design imo. the only thing that doesn't convince me is the quad position/location. its too easy to defend? im not sure. maybe make an "island" on that room, like u did with mega?
never argue with an idiot. they'll bring you back to their level and then beat you with experience.
2013-10-28, 15:40
Member
28 posts

Registered:
May 2013
The quad is very spammable from the "balcony" using GL. So if you are late for quad it is possible to at least deny it.

http://i.imgur.com/GCgf6Xbh.jpg


http://i.imgur.com/1NNOmVxh.jpg


http://i.imgur.com/ya4TtH0h.jpg


http://i.imgur.com/xKvVxDMh.jpg
  27 posts on 1 page  1