Poll

Lower the Quad deck by 8 units, making the direct jump possible?

Yes
0 (0%)
No
2 (66.7%)
I'm an indecisive son of a gun so I don't know
1 (33.3%)

Total Members Voted: 3

Voting closed: September 02, 2011, 03:18:55 AM

Author Topic: Blood Run [Release Candidate 1]  (Read 31446 times)

Offline themuffinman

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Re: Blood Run [BETA A]
« Reply #15 on: August 22, 2011, 01:19:11 PM »
Ah just joined the server - I thought it was instarails but it isn't lol. That's good.

Anyway: lighting. The first thing I had in mind was to lower the radii on most lights since they're a little too large. Then maybe whack in a few negative lights and negative ambient light. But we'll see how it goes. The glitches I was hoping to be able to correct manually like it is apparently possible in Q3's q3map2, but I doubt it's possible with ArghRAD. I'll play around with our ideas and see where it gets me.
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Offline VaeVictis

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Re: Blood Run [BETA A]
« Reply #16 on: August 22, 2011, 02:23:11 PM »
actually, i kinda found the choice to have cg with no ammo right next to it kinda interesting for tourney :) that makes the map more rail based rather than chain because if you grab chian you have to get bullets from either RL or the YA room, and even then you only have 150 ammo...

wondering how either way would effect gameplay...

and on 8 unit stairs, i believe the staircase in the arena on q2rdm2 uses 8 unit stairs :) they arent bad really, they play just fine on your map

though it was really easy to launch yourself on the staircase up to the tele exit by GL lol :)

perhaps you should drop the tele exit pads into the ground as well like you did with the spawns? at least the one in the hallway between upper YA and ssg
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Offline Whirlingdervish

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Re: Blood Run [BETA A]
« Reply #17 on: August 22, 2011, 04:56:16 PM »
I wouldn't mind seeing an upright portal teleporter ala aerowalk, but they are a pain to do seamlessly in q2, unless they are just the right size so that you can't miss the teleport field and end up in the box.

on another note, I'm happy to see this much good feedback for a q2 map. it's tough to get useful tips and such these days and this thread makes me smile.
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Offline Arm0r

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Re: Blood Run [BETA A]
« Reply #18 on: August 22, 2011, 05:44:16 PM »
actually, i kinda found the choice to have cg with no ammo right next to it kinda interesting for tourney :) that makes the map more rail based rather than chain because if you grab chian you have to get bullets from either RL or the YA room, and even then you only have 150 ammo...



I assume the CG is where the LG would usually be?   It's a weird dynamic to cross it into Q2 as when you pick up the LG you start with 100 ammo to Q2's 50 bullet stock limit to just picking up a gun.   Map would have to be played a tad differently I assume as that map is usually a heavy LG map, at least from my experiences in QL it is.
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Offline adz1La

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Re: Blood Run [BETA A]
« Reply #19 on: August 22, 2011, 06:51:09 PM »
lg to cg conversion...not that big of a deal...


also 2 of the doorways aren't clipped (the ones in these screenshots)..ie you can stand on them..all the others you can't get on..
« Last Edit: August 22, 2011, 06:52:41 PM by adz1La »
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Offline VaeVictis

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Re: Blood Run [BETA A]
« Reply #20 on: August 22, 2011, 08:07:44 PM »
I wouldn't mind seeing an upright portal teleporter ala aerowalk, but they are a pain to do seamlessly in q2, unless they are just the right size so that you can't miss the teleport field and end up in the box.

on another note, I'm happy to see this much good feedback for a q2 map. it's tough to get useful tips and such these days and this thread makes me smile.

uhm... for the perfect size, perhaps a V shaped little indent rather than a full box would work? that way you cant get stuck in one of those back corners, and if you jump right in you get funneled to the tip of that V which could be the center of the tele pad or something? just a thought, not a mapper :)

actually, i kinda found the choice to have cg with no ammo right next to it kinda interesting for tourney :) that makes the map more rail based rather than chain because if you grab chian you have to get bullets from either RL or the YA room, and even then you only have 150 ammo...



I assume the CG is where the LG would usually be?   It's a weird dynamic to cross it into Q2 as when you pick up the LG you start with 100 ammo to Q2's 50 bullet stock limit to just picking up a gun.   Map would have to be played a tad differently I assume as that map is usually a heavy LG map, at least from my experiences in QL it is.

just because its the same map doesnt mean it has to play the same way :) i wouldnt mind there being less chain ammo just to make it more about the rockets and rail, but whatever works i guess... would be interesting considering the 30s weapon respawn and how important chain is to control on most maps in quake2

maybe best of both worlds and just do one bullet pack under the chain spawn? that makes it so you have 100 bullets with chain off the spawn, allowing you to use it effectively, but not giving you enough that you can just spam it mindlessly unless you go grab the other bullet packs on different parts of the map
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Offline X7

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Re: Blood Run [BETA A]
« Reply #21 on: August 23, 2011, 07:18:54 AM »
Looks Good  :shifteyes:














X7  :afro:
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Offline BIG DICK RICK

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Re: Blood Run [BETA A]
« Reply #22 on: August 23, 2011, 07:09:49 PM »
I played this map with dervy poo last night and I've only seen it a couple times in a couple qlive youtube videos I've watched, never actually played it....but I have to say, it's pretty damn smooth....I really can't criticize much on it as it just flows great....besides ya the chaingun when picked up you only have 50 bullets compared to qlive's LG with 100 ammo on pickup, that's bout the only things that kind sucks....I can't remember, but aren't there shells/bullets next to the megahealth?...if you could just change the shells to bullets, it would be fine...only other small thing is rj'in in q2 is completely different then in qlive(duh)....with that fact in place, maybe take off the shroud that is over the red armor as rjing from GL to red armor is a little tricky as you gotta rj just right to get it(I didn't miss it one time and I did it like 5 times when I played but if you're in a rush, you're gunna rj/miss/take 10x more damage than you would in qlive and it just sucks I guess....but I'm not a tdm'er either so what do I know right ;).
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Offline Muerte

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Re: Blood Run [BETA A]
« Reply #23 on: August 24, 2011, 12:36:20 PM »
using ztndm3q2.bsp as base for map was wrong

and there is great BloodRun conversion for quake2 (personally my favorite map last few years on local server) http://quake2.com.ru/downloads/maps/99/
this how your map should look like (i dont mean textures)
- strafe jump on quad is possible
- jump trough teleport 2 RA is possible with opentdm settings telemode nofreeze

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Offline themuffinman

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Re: Blood Run [BETA A]
« Reply #24 on: August 24, 2011, 01:06:50 PM »
Portals
I was looking through the Q2 source code and it turns out that the misc_teleporter only has a 16x16x16 trigger box that teleports you :/ I'm not sure why a trigger_teleport (like in Q3) wasn't added to Q2 - it's just like a trigger_multiple, just with the teleporting function to it's target instead. Maybe they didn't think of that while the game was in production. Anyway, I've worked on a design for a teleporter and I'm trying to figure out how aerowalk got rid of the tele-pad particle effect... does anyone know?

Stairs
Yep I'll keep them at 8 units.

CG and bullets
I'll keep the bullets by the CG and remove the bullets up near the mega... how does that sound? Or I could keep the bullets near mega there too, since Q2 maps are typically more ammo-heavy in item layout than in Q3. After playing a game versus adz1lla the other day (more like getting molested 30 to -3  :humm: ) the CG didn't seem as effective as the LG anyway (heance deserve more ammo), but my 300 ping might have had something to do with that!

@X7:

:beer:

@Rick:
I sorted out the RA as suggested, I think I prefer it how it is now.  :rockon: Also a pity that there's no plasma climbing in Q2 as  PC to RA is quite an important move to use in Q3/QL. :/

@Muerte:
Well it's a good thing that I did not use ztndm3q2.bsp for a base then :) The file you linked to is corrupted, do you have another link I can try? Strafe jump to Quad - care to elaborate? Do you mean strafe jumping from the corridor that leads to RA? I'll have to try out OpenTDM, Vae told me about the no freeze out of tele exit.

@adz1lla:
LOL I didn't expect anyone to notice that :D All of the doors with that design lack clipping there. Will fix it.
« Last Edit: August 24, 2011, 01:09:12 PM by themuffinman »
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Offline Muerte

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Re: Blood Run [BETA A]
« Reply #25 on: August 24, 2011, 01:23:56 PM »
[
@Muerte:
Well it's a good thing that I did not use ztndm3q2.bsp for a base then :) The file you linked to is corrupted, do you have another link I can try? Strafe jump to Quad - care to elaborate? Do you mean strafe jumping from the corridor that leads to RA? I'll have to try out OpenTDM, Vae told me about the no freeze out of tele exit.

sry  Russian portal links work for me just fine

in attachment
original archive q2ztn3dm1 map with rj demos from 2005
strafe to quad  demo (i guess u didnt play q3/ql much)


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Offline themuffinman

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Re: Blood Run [BETA A]
« Reply #26 on: August 24, 2011, 01:44:02 PM »
[
@Muerte:
Well it's a good thing that I did not use ztndm3q2.bsp for a base then :) The file you linked to is corrupted, do you have another link I can try? Strafe jump to Quad - care to elaborate? Do you mean strafe jumping from the corridor that leads to RA? I'll have to try out OpenTDM, Vae told me about the no freeze out of tele exit.

sry  Russian portal links work for me just fine

in attachment
original archive q2ztn3dm1 map with rj demos from 2005
strafe to quad  demo (i guess u didnt play q3/ql much)




The map seems alright, and distance from tele exit to RA seems better than my version.

That's not exactly a 'strafe jump' to Quad. You can simply jump up there without even strafing. q3dm6 B2R is a strafe jump. Anyway, you couldn't jump up straight to the Quad platform in both Q1 and vanilla Q3. CPMA and QL you can because of the increased step height, but imo it shouldn't be like that because it seems it was originally intended by ztn himself for that to be a barrier and to make players use the stair rail to to reach the platform, making it a little less easier to grab the high-value item (Quad ;) ). But you're the second person to bring that up (adz1lla being the other), so it's definitely open to debate if you have a strong point as to why it should be so straight-forward to reach the Quad.

But that matter aside, I'm planning on adding more value to that platform for the Tourney item layout and give that platform more reason to exist in Tourney - bandolier/back pack/power armor spawn... what do people think?
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Offline quadz

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Re: Blood Run [BETA A]
« Reply #27 on: August 24, 2011, 02:20:44 PM »
Anyway, I've worked on a design for a teleporter and I'm trying to figure out how aerowalk got rid of the tele-pad particle effect... does anyone know?

Dunno if there's a better way, but, if you place the tele just far enough under the floor, the particles will cease but the teleport will still function.


:idea:
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Offline adz1La

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Re: Blood Run [BETA A]
« Reply #28 on: August 24, 2011, 02:29:39 PM »


But that matter aside, I'm planning on adding more value to that platform for the Tourney item layout and give that platform more reason to exist in Tourney - bandolier/back pack/power armor spawn... what do people think?


no.
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Offline VaeVictis

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Re: Blood Run [BETA A]
« Reply #29 on: August 24, 2011, 03:07:26 PM »
puts some hand nades on the platform :D

whats wrong with that right? :)

also, why not just have a line of teleporters? if they are just really small, why not put a bunch of em in one place that all go to the same exit xD sink them into the floor, light it pro like, and give it a liquid wall like aerowalk teleports... ;)

im still concerned bout chaingun though... 300 ping, yeah you wouldnt notice the chain rape... but imo, im pretty sure i could chain rape the map pretty easy with my 40 ping, and being that if you have bullets next to chain thats 150 off the spawn, then another 100 in the upper YA room, and then another 100 by RL, you could run spawn frag circles around the map just grabbing the next batch of chain ammo... and since RL is right there, you can easily control that in the process as well cutting down their ability to spam rockets at you, and their only fallback would be rail, which if you rush in with chain its easy to make people choke on close up rail aim

:/ i guess ill have to try it out, i cant wait for a version up on the tourney servers so i can give it a few games... maybe even the beta's would do in the mean time and you could ask quadz to remove the betas after there is a final release? i dont really have anyone highly skilled in quake to play locally to try it out, and bots are retarded
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|iR|Focalor

November 06, 2024, 03:28:50 AM
 

RailWolf

November 05, 2024, 03:13:44 PM
Nice :)

Tom Servo

November 04, 2024, 05:05:24 PM
The Joe Rogan Experience episode 223 that dropped a couple hours ago with Musk, they're talking about Quake lol.
 

Costigan_Q2

November 04, 2024, 03:37:55 PM
Stay cozy folks.

Everything is gonna be fine.
 

|iR|Focalor

October 31, 2024, 08:56:37 PM
 

Costigan_Q2

October 17, 2024, 06:31:53 PM
Not activated your account yet?

Activate it now! join in the fun!

Tom Servo

October 11, 2024, 03:35:36 PM
HAHAHAHAHAHA
 

|iR|Focalor

October 10, 2024, 12:19:41 PM
I don't worship the devil. Jesus is Lord, friend. He died for your sins. He will forgive you if you just ask.
 

rikwad

October 09, 2024, 07:57:21 PM
Sorry, I couldn't resist my inner asshole.
 

Costigan_Q2

October 09, 2024, 01:35:05 PM
Et tu rikwad?

Please don't feed the degenerate lies of a sexually-perverted devil-worshipping barking dog like Focalor.

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November 10, 2024, 02:48:49 AM

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