Author Topic: What sorts of maps do we require?  (Read 13708 times)

Offline LedZep

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What sorts of maps do we require?
« on: October 03, 2010, 06:09:49 PM »
I'm thinking of making some Quake 2 maps. Since I don't want my work to go to waste, I want to ask this: for which mods does tastyspleen have a shortage.

Some restrictions: gloom and aq2 - since I don't play them, I won't know how to whip up a good map :(
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Offline The Happy Friar

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Re: What sorts of maps do we require?
« Reply #1 on: October 03, 2010, 06:18:53 PM »
qpong could always use a new map.  :D
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Offline adz1La

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Re: What sorts of maps do we require?
« Reply #2 on: October 03, 2010, 06:25:03 PM »
RAIL AND FFA MAPS WITH TREES LIKE TEAMJUNGLE OR SOME RANDOM JUMP MAP
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Offline [BTF]Gator

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Re: What sorts of maps do we require?
« Reply #3 on: October 03, 2010, 06:40:42 PM »
i like Friar's suggestion of QPong maps.

FFA always needs new maps.  If they play good, they may end up on Mutant :)
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Offline adz1La

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Re: What sorts of maps do we require?
« Reply #4 on: October 03, 2010, 06:43:08 PM »
RAIL AND FFA MAPS WITH TREES LIKE TEAMJUNGLE OR SOME RANDOM JUMP MAP


DO IT DERVISH!
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Offline [BTF]adam

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Re: What sorts of maps do we require?
« Reply #5 on: October 03, 2010, 06:51:04 PM »
I think a couple of the World of Warcraft arena maps would be fun, namely Ruins of Lordaeron and Blades Edge Arena.

they'd be very small and suitable for only rails ffa but i think they'd be an enjoyable little fragfest.

Ruins:
http://www.youtube.com/watch?v=fbNwfVbOS_Q (and google images for another view)

Blade's Edge:
http://www.youtube.com/watch?v=ME8fZ37htb4

hell even ring of valor might be fun to make if you can do moving pillars in quake two maps..


http://www.youtube.com/watch?v=uPmCsZp7ars

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Offline VaeVictis

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Re: What sorts of maps do we require?
« Reply #6 on: October 03, 2010, 06:58:16 PM »
some awesome instagib team maps with lots of jumps and complexity with cool shit to play with on the map :P lol
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Offline LedZep

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Re: What sorts of maps do we require?
« Reply #7 on: October 03, 2010, 07:10:45 PM »
Does railz have a homepage somewhere? I need the DLL and sourcecode/entlist for the bouncepads. Can't find it on tastyspleen :P.

Edit: unless it's railarena o.0
« Last Edit: October 03, 2010, 07:12:39 PM by LedZep »
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Offline Barton

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Re: What sorts of maps do we require?
« Reply #8 on: October 03, 2010, 07:12:14 PM »
FFA could always use more maps, since it's generally the most played mod for Q2. After that I'd say railz maps.

Unless you jump, it's probably too hard to make a jump map.

Personally I'd like to see some new TDM maps. There's more duel maps made than ones for tdm.
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Offline peewee_RotA

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Re: What sorts of maps do we require?
« Reply #9 on: October 03, 2010, 07:23:12 PM »
If you make 3 or more maps for any mod, it will throw new life into that mod for a while, garaunteed. A splatterfest would also ensue.


My recommendations are Rogue, Qpong, and Decino's FFWF. (actually Decino has a whole host of mods that are great and need maps to support them)
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Offline VaeVictis

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Re: What sorts of maps do we require?
« Reply #10 on: October 03, 2010, 07:26:18 PM »
for itdm, i believe most servers use osptourney... nail railztdm and irtdm all use osptourney with a lot of modified shit

for just railz, the mod folder is rails if that helps :P lol with an S not a Z
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Offline LedZep

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Re: What sorts of maps do we require?
« Reply #11 on: October 03, 2010, 07:37:58 PM »
If you make 3 or more maps for any mod, it will throw new life into that mod for a while, garaunteed. A splatterfest would also ensue.


My recommendations are Rogue, Qpong, and Decino's FFWF. (actually Decino has a whole host of mods that are great and need maps to support them)

I'm down for rogue. Love that mod.
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Offline [BTF] Reflex

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Re: What sorts of maps do we require?
« Reply #12 on: October 04, 2010, 05:03:02 AM »
Jump pads are done by the push trigger,  There is no special requirements for the rail mod.  It just takes all the items out of a map and starts everyone with a railgun.

Any maps that are made can spill over into a lot of other mods.  A standard ffa map can be used for rails, tdm, etc..  and overide files can be done to move change or add entities so the maps can be used with other mods like rogue that have new items.
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Offline LedZep

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Re: What sorts of maps do we require?
« Reply #13 on: October 05, 2010, 05:46:42 PM »
Haven't mapped for Quake 2 in ages. I'm sorry for being picky, but I require GTKRadiant 1.4.0. None of that 1.5.0 garbage. Does any one still have GTK1.4.0 for Quake II?

P.S. If you DO have the installer/working link to installer, download it and guard it with your life. QERadiant.com doesn't supply it anymore (their new TRAC website sucks).  :LAME: :LAME: :LAME:
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Offline ReCycled

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Re: What sorts of maps do we require?
« Reply #14 on: October 05, 2010, 06:17:49 PM »
Found this in my archives. Not sure if this helps.....

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