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1bsp7 - seems like a good ffa/deathmatch map, wasn't expecting an exit to the next map [1bsp8] which i didn't have
bsdm6 - woah, quake3 much? still all in all a good map
bsdm7 - aah yes, this one is fun, who can forget?
butt - was expecting a high laugh factor, it let me down, but still a nuice red combination of dm4 and dm2
dapak9 - nice jump, kinda reminded me of the Andromeda map
dm6ish - dm6 meets the x-men, a do-Jo, and red brick wall on a summers day
edtest - i love the evil dead cabin map, but wtf happened here its like it went through a uglification machine
fragtwn4 - reminds me of the downtown/suburbia levels of doom2, why are these so ugly and play kinda so-so?
pretty good pack there rook, should expand it by checking out the maps on euroquake,peg has quite a collection there
I just want to say I enjoyed myself playing here last night - and fragtwn7, I believe (part of BDA maps) deserves honorable mention as it has that moving subway - which makes for some interesting battles.
I just want to say I enjoyed myself playing here last night - and fragtwn7, I believe (part of BDA maps) deserves honorable mention as it has that moving subway - which makes for some interesting battles.
Glad you enjoyed playing on the server! Make sure to tell all your Quake buddies to come play next time!
I've been planning on minimizing the map list to only 5-7 of the strongest maps in its current map list line up. A 30+ map list seems excessive, so I'm thinking possibly 7 map s in rotation and the rest can be warped to by the warp list.
Or maybe the server's map rotation list can be exchanged for fresh maps in Dredd's plethora of maps weekly to keep things constantly changing yet, still the same!
Also Bam will be working on a map rotation that is player aware so if there's only 3-4 players it will play smaller maps, for more players it will play larger maps. This is one of the reasons the map list was so large was dew to the server having plenty of maps to play no matter how many people were playing
I've seen on other modern games, at the end of the "match", during the intermission it shows SIX images of maps, (could be suited for the amount of players currently on the server), then there's a countdown timer for players to vote 1 of those 6 maps, when the timer expires the majority voted map is loaded.
Maybe instead of images, at this time, just a centerprint menu during intermission displaying the list? This would require a seperate voting mechanism so that multiple maps can be voted at the same time. If theres a split vote then its random between the two??
I've seen on other modern games, at the end of the "match", during the intermission it shows SIX images of maps, (could be suited for the amount of players currently on the server), then there's a countdown timer for players to vote 1 of those 6 maps, when the timer expires the majority voted map is loaded.
Maybe instead of images, at this time, just a centerprint menu during intermission displaying the list? This would require a seperate voting mechanism so that multiple maps can be voted at the same time. If theres a split vote then its random between the two??
Great idea! hopefully something like this can be easy to update for new maps?
Dredd server cfg I think i over wrote some settings on the update....
//------------------------------------------------------------------------------
// The following settings are set globally, but can be set ALSO
// within map specific config files, (ie dm3.cfg).
//------------------------------------------------------------------------------
// Performance
// lowers network traffic and Saves a few fps for the client.
// Removes deathbubbles, gibs, and wall torches, outdated command actually.
//
// commands: performanceon performanceoff
//------------------------------------------------------------------------------
performanceoff
//------------------------------------------------------------------------------
// Team Camera Lock
// Forces teammates in observer mode (limbo) to only be allowed to cam fellow teammates
// Supports positive gameplay by disallowing communication from observers to players
// of opponent's location/stats.
//
// commands: teamcamlockon teamcamlockoff
//------------------------------------------------------------------------------
teamcamlockoff
//------------------------------------------------------------------------------
// IP Masking
// Replaces the last part of the player's ip address with x's.
//
// commands: ipmaskon ipmaskoff
//------------------------------------------------------------------------------
ipmaskon
//------------------------------------------------------------------------------
// Map Rotation
// the mod will read the 'LEVELS.CFG' file for a list of maps to rotate
// after each match. edit levels.qc to define the sequential list.
//
// commands: nextmapon nextmapoff
//------------------------------------------------------------------------------
nextmapon
//------------------------------------------------------------------------------
// Map ReCycling
// replay each map x times before switching to nextmap, default 3
// must turn on NEXTMAPON to enable
//
//command: maprecycle
//------------------------------------------------------------------------------
skill 3
maprecycle
//------------------------------------------------------------------------------
// Match Spawn Limit
// determines if there should be a limited number of players per team
// that spawn at the begining of each round.
// Also available via admin command setspawnlimit
//
// commands: spawnlimiton spawnlimitoff
//------------------------------------------------------------------------------
spawnlimiton
//------------------------------------------------------------------------------
// Match Start Players
// this holds the value of players per team to spawn at the start of
// each round if spawn limit it set on.
//------------------------------------------------------------------------------
skill 3 //default 3 players spawn at start
setstartplayers
//------------------------------------------------------------------------------
// Maximum Number of Teams
//
// Define how many teams to compete at once per round, default 2
// command: setmaxteams
//------------------------------------------------------------------------------
skill 3
setmaxteams
//------------------------------------------------------------------------------
// Maximum Number of Players
//
// Define how many players can be on one team
// command: setmaxplayers
//------------------------------------------------------------------------------
skill 4
setmaxplayers
//------------------------------------------------------------------------------
// CC Voting
// Players trying to join the match in progress must pass a vote majority.
//
// commands: setccvoteon setccvoteoff
//------------------------------------------------------------------------------
setccvoteoff
//------------------------------------------------------------------------------
// CC Lock
// Prohibit Players from joining the current match in progress
//
// commands: setcclockon setcclockoff
//------------------------------------------------------------------------------
setcclockoff
//------------------------------------------------------------------------------
// Set default Weapons
// IT_AXE = 4096;
// SHOTGUN = 1;
// SUPER_SHOTGUN = 2;
// NAILGUN = 4;
// SUPER_NAILGUN = 8;
// GRENADE_LAUNCHER= 16;
// ROCKET_LAUNCHER = 32;
// LIGHTNING = 64;
// Add the values of each weapon that you want, and set SKILL to the total
// example 4096 + 1 + 2 + 4 + 8 + 16 + 32 + 64 = 4223 ALL WEAPONS!
// command: setweapons
//------------------------------------------------------------------------------
skill 4223
setweapons
//------------------------------------------------------------------------------
skill 50
setammoshells
//------------------------------------------------------------------------------
skill 50
setammonails
//------------------------------------------------------------------------------
skill 30
setammorockets
//------------------------------------------------------------------------------
skill 100
setammocells
//------------------------------------------------------------------------------
//Splash Damage Restriction
//
//This setting affects the radius damage that explosions cause on players
//Original Quake uses the highsplashdamage, lowsplashdamage is like Quake3
//This setting allows for better gameplay on smaller maps.
//commands: lowsplashdamage highsplashdamage
//------------------------------------------------------------------------------
highsplashdamage
I went to Dredd the other day and realized my CAx map-pack was inadequate for play at Dredd.....
Do you think there is room for a Coke vs Pepsi ordeal in Quake 1 Clan Arena? There is a reason Dm3 is still the preferred level in CA, and its not because we are all mindless drones who want to play the same vanilla shit day in / day out.
It's because when I connect to a CA server running Dm3 , or even Shmack00 running the E?M? levels, I know I have the fucking maps.Connect & Play
CTF you say? Sure I love CTF,always have(Hating,Trinicom). What? You say in order to enjoy CTF I have to download gobs of 3wave nonsense?Would you newb's get a clue already,sheesh.It's nothing but a pain in the ass for a new-comer to Quake to get started,especially in your own "download required" mods(dreddcax) or projects of resurrecting a mod (3wave).For me a guy whos been around Quake for quite awhile, its merely an inconvenience that can be corrected by myself not being lazy,but thats not the point.
The same people who bitched about Dm3 continue to this day to bitch about Dm3, we get it,honestly after several years of bitching,we get it.You can go PMS about it in a non-Quake game,because your voices are now akin to that of nails on a chalkboard!
The same people who bitch about CTF 'lacking' in playerbase,or times availible to play CTF,are the same people who abso-fuckin-lutely continue to push the THREE-WAVE version of Quake CTF,which is so far from connect and play that its not even funny.
I love Quake, thats why my opinion is worth the keystrokes
There are plenty map sites around to get the maps u need.
Google is a fine source. CTF is just a one time install.
Besides that, if you do use Qrack, you can connect to any 3wave ctf server, as I have set it up so maps and models will automatically download for you.
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