Author Topic: dm4/ dm7 -fix?  (Read 15255 times)

Offline naymlis

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Re: dm4/ dm7 -fix?
« Reply #15 on: July 07, 2005, 03:39:12 PM »
didn't understand anything u described :\
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Offline 10zx

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Re: dm4/ dm7 -fix?
« Reply #16 on: July 07, 2005, 03:58:18 PM »
an adrenaline on Q2DM7 would be nice
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Offline PANTONE 7717C

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Re: dm4/ dm7 -fix?
« Reply #17 on: July 07, 2005, 04:16:56 PM »
Quote from: daelmun
If you want a place to place another important item, another idea is to somehow put a small ledge inside the tube that comes down from above the slime by the ssg arean. It doesn't really seem to serve any purpose as it is now.
Quote from: (BTF)``Element^
an adrenaline on Q2DM7 would be nice

An adrenaline on a ledge inside that tube is an option.

Naymlis, are you referring to my post? I know it's a bit unclear but it's not that easy to explain without pictures. But you do know what I mean by removing those 'trims' right? (I don't know how else to call it, 'thresholds?' english isn't my native language...:S)
« Last Edit: July 07, 2005, 04:19:21 PM by Pan »
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Offline Laurelin

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Re: dm4/ dm7 -fix?
« Reply #18 on: July 07, 2005, 04:34:51 PM »
I believe he's referring to EyeStrain's post.

EyeStrain suggested that on q2dm2, the Pipe in which the Quad is should be lowered down to the same level as where the GL is - and then make a connection. So that'd actually be another 'Tower'.
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Offline naymlis

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Re: dm4/ dm7 -fix?
« Reply #19 on: July 07, 2005, 04:42:40 PM »
yeah i understood everything you were saying pan.. it was eye's that i was unclear about.. sorry about that.. and now i think i get what he's trying to say about the quad (still a lil confused).. i dont think dm2 should be touched though, its perfect.
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Offline [BTF]EyEsTrAiN

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Re: dm4/ dm7 -fix?
« Reply #20 on: July 07, 2005, 05:35:12 PM »
I was refering to the quad tower, making it connect to the tower that holds the grenade launcher below megahealth, and for the ladder, I was talking about the one on the second level below the Red Armor/BFG/Rail; I find myself getting stuck on the sides of that ladder and noticed others in the past having the same trouble.
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Offline naymlis

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Re: dm4/ dm7 -fix?
« Reply #21 on: July 07, 2005, 06:05:50 PM »
hmm.. make the water go down all the way to gl water? seems like too much water.. and isn't there 2 ladders under RA? never get stuck there, but i dont go on the side of them either.
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Offline daelmun

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Re: dm4/ dm7 -fix?
« Reply #22 on: July 07, 2005, 06:13:58 PM »
I didn't understand Eye strain's post at all untill Laurelin explained it, and now that Eyestrain explained it even more. And no, q2dm2 is perfect. Don't touch dm2 for teamplay at least, the way it is now works perfect, and happens to be my favorite 4v4 map to play and watch demos on. Allthough there could be changes done to make it a less campy/onesided 1v1 map. Just things I can think of right now:

- having RA where RL is and putting RL on top where SG is
- having yellow armor where RA is and remove the BFG and leave only the rail
- put ammopak in quadpool
- have a pack of slugs on top of the ladder by the bullets near GL
- add some shards, maybe by the mg corridor or below the rail by the sg
- speed up at least some of the lifts or put jumppads/teleporters there instead
- lower the roof on top of the rl lift and rail lift


Anyway, it's fun to suggest changes to the maps to make the gameplay different just by placing items differently and doing minor tweaks to the layout.

Dm4 is tricky though, it is just too big with too many dead areas where people just pass by on the way to the bfg and the mg cooridor/room or rail/rl area. Without quad on the whole ssg/quad/gl area is pretty boring and also the underwater area is waaay too big. The ladder from RA/mega is
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Offline Admin

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Re: dm4/ dm7 -fix?
« Reply #23 on: July 07, 2005, 06:34:44 PM »
Anyway, it's fun to suggest changes to the maps to make the gameplay different just by placing items differently and doing minor tweaks to the layout.

Incidentally, there's a feature in the r1q2 server that will allow completely overriding/removing/adding entities on any map.  So while it won't allow geometry changes in the map, it does have the advantage that the substitution occurs on the server side, meaning nobody has to download a different version of the map.  (The replacement entities list goes in an "override" file that is stored only on the server.)

So if anyone would like to try changes to maps just using this entity-rearrangement method, let me know.  I haven't used this feature of r1q2 server yet, but I've been wanting to, to add some extra items on some single player maps for vanilla, for instance.

And can only join the praising choir of the kryptonite map, I used it in the smackdown tourney and the map had some of the best and most exciting games in the tourney. Well balanced and well designed for the quake2 movement. And just today I played a couble of games on the into oblivion map, fun stuff, a very different map that is a nice change from the standard q2 maps.

I'm leaving on a trip tomorrow, but if I don't get kryptonite on the server before then, I will soon after.

BTW, in2obl is available via 'mymap' on both mutant and railz, and is also one of the railz rotation maps.


Regards,

:mrgreen:
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Offline Bleach

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Re: dm4/ dm7 -fix?
« Reply #24 on: July 07, 2005, 06:37:10 PM »
Quote
I haven't used this feature of r1q2 server yet, but I've been wanting to, to add some extra items on some single player maps for vanilla, for instance.
would love to see some more weapons on those maps  8)
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Offline PANTONE 7717C

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Re: dm4/ dm7 -fix?
« Reply #25 on: July 08, 2005, 06:49:40 AM »
Cheers daelmun, thanks for the brainstorm.
As of now I'll only start with dm7 first and see how it turns out.

That R1q2 feature Admin was talking about could come in handy to mess around with some weapon changes/additions. But it's servside so it's not up to me.

'When it's done(tm)' I'll put up a download link to the map, either in this thread or in a new one. Note that this version will also be beta and will still be open for feedback.


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Offline Laurelin

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Re: dm4/ dm7 -fix?
« Reply #26 on: July 08, 2005, 07:03:13 AM »
Looking forward to it!
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Offline 10zx

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Re: dm4/ dm7 -fix?
« Reply #27 on: July 09, 2005, 01:50:24 AM »
as am I
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Offline PANTONE 7717C

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Re: dm4/ dm7 -fix?
« Reply #28 on: July 12, 2005, 06:37:08 PM »
Pheww, it was more work than I had expected but... dm7 got the facelift it needed and I'm actually pretty happy with the results. I think I had to re-align every single texture and fix a lot of sloppy construction errors and of course add some new touches myself. They really must have been in a hurry when slapping the dm maps together, especially dm7.

[lame] Sorry, I haven't uploaded the map yet, will do that tomorrow morning since I still have to get some "before and after" screenshots. ;D [/lame]

c-yas
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Offline daelmun

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Re: dm4/ dm7 -fix?
« Reply #29 on: July 12, 2005, 06:53:46 PM »
Funny I was actually about to ask if you had done any progress an hour or so ago, but then I started up q2 trying to find new jumps on q2dm6 instead (i found one too :)). Anyway, upload now !! ;D
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