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- newest version (Infrastructure Upgrade ?)
- new version (PP12 ?)
- old version
- One idea is to release prior premium content as free. Depending on the timing of it, this may or may not become a “try in advance” feature for paying customers. The main disadvantage of this is that it puts more pressure in releasing premium content, and given the low man power id currently can afford, this is probably not a good idea, at least for fast cycles.
- A better idea, which is also my favorite, could be content rotation. With the recent “free to play” week, we just had a glimpse of what QL could be when the whole community access most of the content. Content rotation could include a mix of modes and maps that are free for a short period of time. Free user would then get to actually appreciate the content by trying it out for a bit of time. This could have benefits in terms of mixing the community, giving more space to less played maps, and bringing more people to appreciate premium content.
- Promotional weeks or weekends should happen more often. One could even think of the community unlocking promotions. It could work like: “If we reach X many new accounts by the end of the month, we all get a free content weekend”, suggesting players to let friends know about the game. I haven’t thought thoroughly about the options, but I feel there could be some room to get non-paying community more cooperating.
- There have been even more aggressive proposals, suggesting that server features should be used as part of the premium content, making free server less appealing to everyone (removing votes, forcing advertisement to all connected players, etc.). This is definitely on the unpopular side, where you take away instead of giving, but there is definitely some logic to it, even if evil.
- new version
- old version
- You need to maximize the income, i.e. have as many subscribers as possible.
- Currently non-existing features/content do not come for free. They can cost months of development and therefore fall off the "feasible range".
- Your solution needs to be concrete. No generic "feature worth paying", but actual specific stuff.
- Quake Live Decembler (quakelivedec.exe)
- An HEX editor (HHD HEX Editor Neo)
- Any version of radiant (GTK 1.4, 1.5, net, ...)
- q3map2.exe
quakelivedec.exe campgrounds.pk3 campgrounds.zip
q3map2.exe -convert -format map campgrounds.bspThis will generate a 'campgrounds.map'
q3map2.exe -game quake3 -meta -patchmeta -subdivisions 2 -v campgrounds.mapThis will generate 'campgrounds.ase', which can be read in most 3D applications.
q3map2.exe -convert -format ase -v campgrounds.bsp
for %%i In (" ...\AppData\LocalLow\id Software\quakelive\baseq3\"*.pk3) do quakelivedec "...\AppData\LocalLow\id Software\quakelive\baseq3\%%~nxi" "destinationfolder\zzz-%%~nxi.zip"Extract all the files, and put the generated 'campgrounds.ase' inside the folder. Your 3D application should now find the textures.
- Aerowalk
- Bloodrun
- Campgrounds (new)
- Furiousheights
- Hektik (new)
- Lostworld
- Toxicity
- Aerowalk
- Bloodrun
- Battleforged
- Campgrounds
- campgroundsintel
- Cure
- Furiousheights
- Hektik
- Lostworld
- Toxicity
- Sinister
- Silence
- Bloodrun
- Lostworld
- Aerowalk
- Toxicity
- Bloodrun
- Lostworld
- Aerowalk
<jsnow> North America, Duel, 1300elo, looking for help playing Toxicity
<LittleFinger> Central Europe, CA, Tier2, need help with close combat!
nick: Memento_MoriIdeally there would be more coaches, for different skill levels and game modes.
location: Central Europe
skype: mementomoricoach999
languages: English, Italian
game mode: duel
student-level: up to 1100 elo
Wait, I thought Quake was dying!
Do those 40k viewers solve the problem Quake Live has? No! So why are you in any way happy?
Ok but Quake still has lots of problems.
- Improve ESR, both as what the site features and how the people use it. There have been discussions about this, and hopefully this gets expanded in the comments. My take is that this place could look and feel much better.
- Improve the tournaments formats. I liked rapha’s points of having a 2on2 TDM rather than 4on4 and for duel to cycle more among the available maps. I also liked the map round system in the last SK tournament, which would allow to actually see all maps in the pool. The community should discuss, and tournament organizers take actions.
- I’m happy to see that more people started producing commentary videos. These should keep coming and improve. Moreover, good players should start streaming while playing. There are technical challenges, but with some efforts solutions can be found.
- Discussing the game. It would be nice to start seeing the kind of tutoring support one sees on team liquid, where one posts the demo of a match and asks for the mistakes. Posting a youtube video of the match might help getting lazy people to reply.
- There are always delays, so the match will be longer. Tuning the number, one could obtain roughly 10 min of play on average.Things may get broken for the following reasons
- Picking mega would now add another dimension. As usual, it boosts your health and prevents your opponent to stack, but it also makes the match shorter.
- As picking mega is the only thing that makes the game end, committing to the item will be important for both players. A player with item control but less frags on the scoreboard will have the dilemma of picking one of the last megas – therefore making the game closer to its end - or chasing the opponent. Similarly, a player with lower stack but more frags, will have the challenge of talking the last megas without giving away too many frags.
- comebacks may be harder. The player coming back would have to guard the mega area, while the other may pacman all armors, and briefly build enough stack to bully inside the mega area.
- matches may get longer. I don’t really see a full deadlock, but still, players may start delaying pickups early, making maps way more longer than 10 minutes.
- It may not adapt to all maps equally well.
- Bloodrun
- Lostworld
-Bloodrun
-Aerowalk
- from bottom-mega-room to the bottom-LG-roomEach one has 1/9 probability. Can anyone confirm these?
- from top-LG-hallways to top-mega-room
- from RL-platform to top-LG-hallways
-Lostworld
-Aerowalk
- The big stack (mega + red) provides: 411 points / minute
- The small stack (2 yellows) provides: 240 points / minute
If I look at a recent duel I lost in Toxicity (mega, red, 2 yellows), I can see that I dealt 3470 dmg over the 10 minutes of play. I know that my opponent was running the big stack for most of the time, which means that to have a chance to win I should have dealt at least 4110. No wonder I lost.
1. Be in the right position
2. Have the right weapon
3. Use the weapon correctly
You want to watch demos and consider the damage exchanges in terms of position, weapon and aim
Watch pros’ demos for inspiration; watch your demos for mistakes
-DevelopmentIn many aspects, CPMA / OSP have more features than QL. Hosting LAN tournament was possible, if not easy to do. There were plenty of maps available for anyone for free.
-LAN servers
-Maps