I tried it.
I think its a bit too big, and open (easy rail shots).
But theres some very nice ideas with the movement, and item locations.
I don't like the teleporter underneath YA, it feels wrong - you can enter it, then enter it again... and again... and again. The accel pad makes it worse (and not needed).
I think it needs to be more focussed, the map feels like one huge room, its not made up of distinct areas.
I think its nice, but like a shoe where the laces are loose, it needs to be tightened up. If that makes sense. Look at how many entrances and exits connect each area to the next. A good rule is, 2-4 connections to most rooms, and there can be one area with up to 8. If theres too many, it can feel less fun to move around, and less tactical.
Hope that helps, maybe you can run this through a translator :)
has everything Q43A, except vehicles, and for those who want to see if the engine allows more then 16 players, everything in the driver is setup to reach 128, but you obviously need Q43A and all the recoding n shit setup for 128 players, and obviously you need 16+1 mates, if the +1 can connect and play, then get 43 more mates to fill the frag fest map, and obviously you need to run it on a dedicated server, Q43A si_maxplayers cap is 128, along with maxclients and this n that other can work out themselves extern defines n shit in the driver http://www.moddb.com/mods/q43a/addons/q43a-q4ctf4-60-slot-v2
Q4 vehicles are shit.. to add the walker and gev, load Q43A, drop the console down, type editor, and Q43A entities will be on the context menu, you have to save the map in q4base/maps folder
the non existant community needs to make some new scifi mad max chunky quake vehilces and static turrets..
said it a 1000 times on here, too make vehicles that have wheels, copy what is done in a quakewars mesh setup, the code in the sdk is the same, d3 wheel code is different
or spend months making a terrain, or make a mini megatexture in quakewars and see if it works in Q4, should just have to set the size, d3 is known not to have megatexture compression, dont know if Q4 has
coding it all is enough, mapping is mundane, i dont have no modelling tools that can export a working md5mesh, and i cant skin the model if i did make any, and i dont have quakewars SDK and tools
Q43A vehicles allow multiple position, each with their own postition hud and weapons
"def_position_driver" <is alway driver and control the vehicle
"def_position_driver" <passenger
"def_position_driver"<..
"def_position_driver"<passenger
should be done proper in future release for no reason
needs to be put in the def/ppplq4dm1b2_1.def file, and the addon.conf then deleted from the pk4, they are not needed in 1.4.2, and the map wont work if it uses the addon.conf
"Gametype_*" keys are not needed either
delete the addon.conf and def/ppplq4dm1b2_1.def file =
Yes, Quakedev decided to shut down its site right as we were finishing dev. Our new site is gametype-revolution.com. There you can find every bit of information about client and server setup, our server ips and our IRC chans we have. I can't wait to get everyone's thoughts on the mod when we release.
So as promised I've looked at the map and find it very good. But there are some things that you need to look at:
- Brushwork needs some minor cleanup but overall very good.
- Weapons and Items should be at 16 units, atm it's a bit higher and it looks a bit off.
- The 8 sided boxes surrounding Rail needs to be made into 6 sided so visportals will work in that area.
- Visportals need alot of tuning as most doesn't fully work.
- Some lights can be tuned without destroying the visual effect and gain performance
- Many blocks here and there can be nodraw instead of caulked, which will make the game alot smoother.
- Caulk texture shouldn't be seen from inside the map, nor texture on the outside (will do some minor leaks but not that bad)
- Can be done with bsp shadowOpt 2, for a bit better optimizing on the map file.
- Stair steps should be 8 units high, else you get the feeling that something is very weird when walking up or down them.
- Should be more then 9 spawns on a map of this size
- Remove things like triggers etc that aren't used
- Should add the botaas32 and rename it respective name to get bots going on the map.
- Main menu image should be 256*256, so you don't get the lag when choosing a map from menu.
- .def need to have which gametypes are supported
- Should use "loading_message" "By pppL" in the .def file
- .def and addon.conf need to have the things needed the same
- loadingscreen should have .DDS