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new duelmap
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Topic: new duelmap (Read 2923 times)
PANTONE 7717C
Swanky Member
Posts: 565
Rated:
new duelmap
«
on:
January 27, 2008, 05:38:38 PM »
Hi guys, I've been working diligently on this map for weeks now and I guess it's about time to let it fly. All of my previous maps were designed with ffa in mind, so for a change I've tried to make a more serious duel map. I know that it usually takes a while before any new map gets adopted as a serious tourney candidate (if at all) but nevertheless I decided to just to take a shot at it. All I can do is try to deliver something with a professional look and feel so hopefully it turned out that way. Anyways, feel free to check out the map, I've been working long enough on this freaking thing so it feels good to finally kick it out the door. Thanks to Defiant, D4rk, Trigo and Rockford for feedback and testing.
(IMO the map looks best with somewhat "darker" settings. Setting used for lighting build: gl_modulate 4, vid_gamma 0.65, intensity 3)
Download ->
Torment.zip
(more screenies over
here
)
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X'tyfe
Phenomenally Prodigious Member
Posts: 3587
Yep
Rated:
Re: new duelmap
«
Reply #1 on:
January 27, 2008, 06:58:03 PM »
i thought pan would never map again :O
i demand this work of art be added to the rotations of the servers
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[BTF]Defiant!
Carpal Tunnel Member
Posts: 1502
Rated:
Re: new duelmap
«
Reply #2 on:
January 27, 2008, 07:24:33 PM »
Great map. I can't wait to dual on it.
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Brobdingnagian Member
Posts: 4518
"Man, this is the way to travel," said my attorney
Rated:
Re: new duelmap
«
Reply #3 on:
January 27, 2008, 09:40:11 PM »
I've added
torment
to mymap on mutant, and it's currently running on ts500 as well.
Should now also be added to tourney/tourney2/tdm-novice/tdm-noalias. Tried to add to tourney4 but don't remember how.
Regards,
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jägermonsta
Brobdingnagian Member
Posts: 4441
Bigger Than Jesus
Rated:
Re: new duelmap
«
Reply #4 on:
January 28, 2008, 05:39:39 AM »
Sweeeeeeeeeeeeeeeeet
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hieronymous
Full Member
Posts: 188
Et tu Brute
Rated:
Re: new duelmap
«
Reply #5 on:
January 28, 2008, 09:38:40 AM »
Great map
no wonder you have barely been around
To be critical -- I expected more sneaky if not harder jumps, etc (like in tastydm2), more sneaky rail angles (like q2rdm2), and a larger map ( with how people can move these days and it being barely more than one room it should be very frantic)
To not be critical -- no one has made a good contemporary duel map --a monumental task to say the least (even q2dm1, ztn2dm3 and q2rdm2 are unbalanced)--but one that i believe you achieved (but only games will tell)
btw i think pandm8 is an underappreciated map
and you once said you might modify q2dm4 -- i think it is the other map (q2dm7) that they obviously gave up changing before release -- i would love to play that
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There is an idea of a Patrick Bateman, some
kind of abstraction, but there is no real me, only an
entity, something illusory, and though I can hide my cold
gaze and you can shake my hand an
inhumaN
Guest
Re: new duelmap
«
Reply #6 on:
January 28, 2008, 10:34:00 AM »
pan
great map man
gonna add it to the rail servers
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PANTONE 7717C
Swanky Member
Posts: 565
Rated:
Re: new duelmap
«
Reply #7 on:
January 28, 2008, 01:47:48 PM »
Glad to hear that the first impressions are good. I know what ya mean x'tyfe, but the flesh is weak and after short trips to other game engines it was fun to not have to mess around with all kinds of texture effects and terrain maps. The only reason I still touch a q2 editor is that the admins of TS and MK servers aren't afraid to upload custom maps, which is a great motivator so ty quadz and inhuman
.
Hieronymous, at one point I did have more sneaky angles but those turned the already small map into swiss cheese and you could barely hide or recover anywhere. Also I had to keep the performance in mind, each extra window or peephole caused lots of stuff to be drawn by the engine and slowed down the map. After the first couple of playtests I decided to take away a wall next to the grenade launcher, which added an extra way down. But I just wanted to make as few routes as possible and keep it simple.
Most players do move and jump faster these days but mapsize itself shouldn't be a problem as long as there's enough elbow room and you're not bumping into things all the time. At least that's how I see it, because maps that are too tight and cramped tend to get on my nerves. There are a few jumps though, nothing spectacular but more like shortcuts, see
here
and
here
. (#4 and #5 in the 1st screenshot I only made once:P but I'm no jump king so they are doable I guess... As for more and harder jumps like in the maps you mentioned, I didn't just want to put crates all over the place or small floating plateaus in midair. Nothing wrong with that but it looks too artificial imo.
«
Last Edit: January 28, 2008, 01:50:02 PM by Pan
»
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Theo
Full Member
Posts: 151
Rated:
Re: new duelmap
«
Reply #8 on:
January 28, 2008, 10:14:11 PM »
The map is great, ID Software style! It looks like it's created by themselves! Great map, Pan! I can't wait to duel on it! I haven't played on it yet, but I'll certainly do it soon!
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