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Maps & Textures
2018-06-02, 18:02
Member
14 posts

Registered:
Jan 2018
Speedmap'd today. Just got back into the Quake scene this year and wanted to crank out a deathmatch map. So I managed to put one together with some interesting shapes and layout. Put in about 8hrs. Only used a few textures, so I tried to creat variety with lighting and such.

Tested with Quakespasm and reaper bots. Will test with a human opponent tomorrow, but wanted to put this up in case anyone else wanted to try it out or provide feedback. Any and all comments are appreciated.

Screenshots:

http://www.quaketastic.com/files/screen_shots/rhoqtdm1_a.png

http://www.quaketastic.com/files/screen_shots/rhoqtdm1_c.png

http://www.quaketastic.com/files/screen_shots/rhoqtdm1_e.png


Download ZIP: http://www.quaketastic.com/files/multiplayer/maps/rhoqtmd1.zip

Just playtested it with my son and some bots this morning. There are some dead areas for gameplay, and a few issues with balance of ammo vs. armor. But the central areas have some good moments going on.
Twitch: LINK
YouTube: LINK

If you happen to download and test the map yourself, any and all feedback is appreciated.

Admin: edited the download URL, typo when uploading?
2018-06-04, 14:05
Member
14 posts

Registered:
Jan 2018
Rhoq wrote:
Admin: edited the download URL, typo when uploading?


Oh, thanks! Might have been a typo, yeah.
2018-06-05, 01:40
News Writer
168 posts

Registered:
May 2013
Looks cool. Haven't had a chance to have a proper game on it but had a bounce around. Like how you can move around really fast.
2018-06-05, 15:40
Member
14 posts

Registered:
Jan 2018
RaggA wrote:
Looks cool. Haven't had a chance to have a proper game on it but had a bounce around. Like how you can move around really fast.


Thank you very much! Appreciate you taking a look. I did some testing and got some feedback from a couple people and did revisions yesterday.

Rebuilt a couple areas for better navigability, added an another teleporter and another hallway connection between the two main interior spaces.
Moved all the DM spawnpoints into lit "closets" in the walls.
Tweaked the lighting.
Added ammo and one more weapon.

Reaper Bots are having a way easier time getting around the level, and the flow is much improved. It still basically looks like a speedmap, but I think I'll call this a successful experiment now. I learned quite a bit cranking this one out.

SCREENSHOTS:
http://www.quaketastic.com/files/screen_shots/rhoqtdm1b_a.png

http://www.quaketastic.com/files/screen_shots/rhoqtdm1b_b.png


DOWNLOAD: LINK
2018-06-09, 05:58
Member
14 posts

Registered:
Jan 2018
I have finished my spacious Deathmatch map!
An open design influenced by the longer sight-lines of QuakeLive/Q3A maps,
with a dose of cover and corridors for classic Quake fire-fights.

DOWNLOAD: LINK

SCREENSHOTS:
http://www.quaketastic.com/files/screen_shots/rhoqtdm1_final_b.png


http://www.quaketastic.com/files/screen_shots/rhoqtdm1_final_c.png


http://www.quaketastic.com/files/screen_shots/rhoqtdm1_final_d.png


GAME PLAY INFORMATION:
Single Player : N/A
Team Deathmatch : 2v2, 4v4
Free For All : 4-12 Players
.map Included : Yes
Waypoints : Yes, FrikBot compatible

1 SP spawnpoint (for looking around)
12 DM spawnpoints

Not recommended for Duels (but if you want to, you'll be stacked with good gear by the time you find your opponent).
Thanks to those on the forums/discord who provided encouragement, testing and feedback!

This is my first publicly released, finished Quake map ever. Hope you enjoy. Comments welcome
2018-06-11, 11:42
Member
44 posts

Registered:
Jul 2006
It looks very nice
2018-06-11, 14:03
Administrator
1230 posts

Registered:
Jan 2006
i have placed it on ronaldo.servequake.com:28501
never argue with an idiot. they'll bring you back to their level and then beat you with experience.
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