the red box on the first pic is the start position, so it has the size of a player... (32u)
here's a pic of the inside (couldnot toggle to 3rd person view...)
the jumpad has twice the players size ( = 64)
the inside areas have a diameter of 512, the hallways have less then 256. the hallways / floors have a height of 256, total height is 896 the flag is 2176 away from the center, total distance between the flags would be 4352 the "dead" corners are triangles of about 896 x 896
I think the map has the right player proportions. watching on AS fourm I think it's a very nice open map for ctf!
I never played that game, I know it by its fame and I think is the weirdest and courageous game ever eheheheh! depends if you loved the not politically correct version XD
I would ask server administrator to upload it on the servers, just to try it with many human players.
ye, everyone with pretty bad humor will love this game^^
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btw you should put a logo of the clan in the middle of the map or in the bases =D
good idea to make a chS base
regarding the open space: i wanted it to be as close as possible to the original, but adjusted to Quakes proportions.
so i want to add the areas at the bridge like i did in the previous version (see pics on AS forum). maybe a second version without that stuff? just empty, only bridge like now?
we will see when testing.
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I would ask server administrator to upload it on the servers, just to try it with many human players.
ye, nice, let me mirror it before so we can really test it ^^
sorry, i have to repeat that this game is so fu**ing epic!
i bought it recently for 149 euros... mad huh ? but i had to have it... a friends brother had one, which i borought over 1 year back in 2005 or so... i gave it back to him, and later he lost it...
ye me too, its the first console i got, back in 1998, and it will be the one lasting the longest its so solid, also the cardridges. i had a gamecube, but i broke, because the discs had scratches, and they made the laser burn itself....
Had a brief look at the map file last night. Looks much better in terms of scale, sizes and proportions. Well done. I remember playing Conker, the single player game a bit. I checked out the videos and got a basic idea of how the original plays.
Here's the difficult bit: Figuring out how to make the map work in Quake will require some artistic licence. The way Conker deals with shooting is different from Quake, and it appears that splash damage and movement restriction is much less of a thing. You might also consider adding a tier to the flag tower to restrict flag to flag railgun abuse.
That map is giving me tons of ideas of what could be done... which is a good thing I guess. Keep it up.
Here's the difficult bit: Figuring out how to make the map work in Quake will require some artistic licence. The way Conker deals with shooting is different from Quake, and it appears that splash damage and movement restriction is much less of a thing.
no, its not really my goal to make it full conker like, it should be a pure Q3 / OA map but only the idea is based on the Conker map... but every bit closer to the original is nice to have but no must.
PigCell wrote:
You might also consider adding a tier to the flag tower to restrict flag to flag railgun abuse.
The rough scale seems to work. If you think about a few places for major powerups - say, quad underneath the centre arch - it might lead you towards new, interesting shapes. The floor could have elevation differences, etc.
Since the bases are with their 'backs' against the wall, you can also get away with not doing any rear walls at all. There could be fake tower fronts, rock cliffs, brick walls, or just plain old sky behind.
OT: hehe do you know a good one? the Ines IVW Trier either didnt work or sucked...
my cell wrote this rubbish... i dont know Ines IVW from Trier ^^ no, i wanted to write "the ones i've tried either didn't work or sucked..."
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PigCell wrote:
The rough scale seems to work.
yesterday i opend one of the first versions of the map... cbfd2b would almost fit into one room of it
PigCell wrote:
If you think about a few places for major powerups - say, quad underneath the centre arch - it might lead you towards new, interesting shapes.
ye, item placement was just random, have not thought about it yet, still a bit too early, but one of the next steps.
PigCell wrote:
The floor could have elevation differences, etc.
I'll put the stuff from the other map back in: the tunnel on one - the void and small bridge at the other side.
PigCell wrote:
Since the bases are with their 'backs' against the wall, you can also get away with not doing any rear walls at all. There could be fake tower fronts, rock cliffs, brick walls, or just plain old sky behind.
I might layer a "bed" for the map with Easygen, see Easygen VTM pt 1 on level-designer.de
thx for feedback & cheers
c:fx chS/member
Flag : Country : Germany
Clan : chSPostS : 301
Subject: Re: [MAP] CBFD Colors CTF Sat Jul 28, 2012 8:33 am
with chS base
CBFD2C2.pk3
cbfd2c.map
- fixed teles (one still broke) - bigger jumpads, and they work - smaller textures (pk3 has now 3 i/o 5mb)
edit: oh and in case someone wants it separately: here's the chSwallbot custom texture: chSwallbot.jpg saw it's not centered... who cares?