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Posted by Maric [70.17.219.168] on 2005/09/29 14:14:16

A simple, small, space-floater-castle-thing. It is dressed out in Kell's textures (mostly) and should hold 2 - 4 players. Thanks for all of the suggestions in the Mapping Help forum. Thanks to inertia for making suggestions on much needed changes.
Screen: http://www.maricscabinet.com/1q2a....
Download: http://quake2.leadmon.net/pub/maps...
My site: http://www.maricscabinet.com/q1.ht...

The Map
#1 posted by PuLSaR [80.80.111.129] on 2005/09/29 15:23:33
looks nice. I luv knave texes. Those hidden teleporters are a good idea. I'll play it with bots soon
Wahh
#2 posted by Mr Fribbles [202.161.117.131] on 2005/09/29 19:23:21
First thing I did was jump into the void and die.
The second thing I did was jump into the void and not die.
*sob*
#3 posted by Maric [70.17.219.168] on 2005/09/29 20:00:30
The second thing I did was jump into the void and not die.
I am at a complete loss for explinations on this one. The damage brush covers the entire bottum of the map with a 16 unit gap around the very outer edge. It is set at 500 damage.
As Far As I Can Tell
#4 posted by Kell [82.41.10.46] on 2005/09/29 22:26:47
this is due to the player movement being retained after gibbing. If you wait for your head to stop bouncing, then respawn and do another lemming the trigger should kill you successfully.
Whether or not players will be so courteous in a deathmatch I don't know :P
Maric
#5 posted by inertia [134.53.108.134] on 2005/09/29 23:56:09
Did you ever use my suggestions about the gameplay of your map?
Furthermore I think you should fix this problem with bad void deaths -- skull.bsp does it fine every time, so its not some odd thing wrong with quake itself. Ask Zaka how he did it if it turns into a real puzzle!
Looks Neat. Pon The Dl.
#6 posted by Shambler [82.38.192.54] on 2005/09/30 02:06:12
The second thing I did was jump into the void and not die.
Ooooh frib you are so 1337...
Nice Map - Love The Textures Set!
#7 posted by Trinca [194.65.31.249] on 2005/09/30 02:14:53
humm everytime i jump i died... guess i´m not jumping to same place... :) any interresing in waypoints for frogbots?
You Did Nothing Wrong Maric,
#8 posted by Mr Fribbles [220.253.14.180] on 2005/09/30 02:37:52
Its a pretty common bug with these sort of maps in Quake (one of the reasons why void maps shouldn't be done in Quake, but that's another story).
There was a discussion about this bug fairly recently here - can't remember which thread though. I also can't remember whether there was an elegant solution to the problem (I think the best suggestion was Bal's, just cover the area with many death triggers and hope ONE of them works).
p.s. Voidbler: go jump. :D
My Two Pence:
#9 posted by Text_Fish [194.72.70.124] on 2005/09/30 05:17:45
Lovely visuals! And I love architecture I can climb around on. I'd have liked to have been able to go inside the towers, though. Even just in passing. It would make them seem more 'real', rather than just overly large pedestals for the items on top of them. Here are a few ideas how to do this:
GL Tower: As in the screenshot below, simply shift the player's route along a bit. All it really does is incorporate the tower a little more, but I think it would be suitably effective. The only problem comes with the stairs, as they now collide with the path of the next set which is bad map Feng Shui.
http://i11.photobucket.com/albums/...
RL Tower: Again, see the screenshot below. A barred archway, leading to a room containing the RL and a yellow armor or mega health. The bars would only open from the inside, and the room would be accessible by the teleporter that's currently used for the quad. If this were to happen, that teleporter might benefit from being made a little more obvious/accessible.
http://i11.photobucket.com/albums/...
Quad Tower: A staircase joining the quad tower and the RL tower would add a sense of conectivity to the design. As it is right now, I find the towers feel very far removed, or disjointed. Following on from my previous suggestion about the RL tower, the teleport to the quad would now be right beneath it, making it a much more trecherous experience to get it as people can watch you teleport up there, then trigger the trap. On the subject of the trap, I think some sort of visual/audio representation of it working would be helpful, as I spent a long time shooting the button and wondering what exactly it did. Then of course, I went and shot it from the trapped area and found out. : P
http://i11.photobucket.com/albums/...
Whether you go ahead with any of those suggestions or not though, I certainly think the map needs one well placed red or yellow armor [unless I just missed it?] to add a little purpose to the player's route.
I too had the void problem when I fell down twice in quick succession. Would it be possible to put a trigger_multiple with 0 delay down there to turn on the trigger_hurt? That way, if it doesnt get you the first time it'll just keep triggering until it does work.
Oh!
#10 posted by Text_Fish [194.72.70.124] on 2005/09/30 05:21:51
Another little query! Why are the .bsp and .txt in a folder of their own, within the .zip? This confused me greatly, as I didn't notice at first so I was wondering why the map wouldn't appear in my list. :(
It Looks Cool
#11 posted by Zwiffle [69.210.38.22] on 2005/09/30 07:19:34
I downloaded it, and I think the looks are the best part. Nice style, neat architecture which goes with the texture set, but I don't know how good it would be for DM purposes. It seems much more like a SP map to me. When I think of DM I tend to think of more open atriums with smaller rooms around the outside. While this is pretty open on top, it's very constricting at the bottom and seems unbalanced where the RL is.
Just looking at Text_Fish's screenshots, I'd say they're sound.I would add a little more stuff on the top, cuz the RL position is prime sniping/camping grounds. I admit I ran around for 10 seconds in SP, and this is all just real quick run-around-comments, but the map looks great and I think it could be really fun with some balancing/improvement.
From The Screenshots
#12 posted by inertia [134.53.108.134] on 2005/09/30 07:42:08
I see Maric didn't take any of my item placement advice :(
Some1 Put It On A Server Plz
#13 posted by gone [213.170.89.98] on 2005/09/30 07:58:10
preferably euro
Id like to play it with vondur
we need server!
Some1 Put It On A Server Plz
#14 posted by gone [213.170.89.98] on 2005/09/30 07:58:52
preferably euro
Id like to play it with vondur
we need server!
Ehehe
#15 posted by Trinca [194.65.31.249] on 2005/09/30 08:05:59
speedy like newbies... ;)
#16 posted by Maric [70.22.79.127] on 2005/09/30 08:10:15
I see Maric didn't take any of my item placement advice :(
I simply used the old screen cap, I used all of your item placement suggestions. The clip brush is still up top though, it is there as a "block" to crush a quad-camper, shoot the Quake symbol on the ground and the upper tower flooring makes stupid bug go squish. I tired Kell's suggestion and could not rid the map of strenge lighting / shodow issues on several of teh brushes.
-I did get the archive wrong, I am used to zipping up Q2 folders... Had a brain-fart and made an oops! Sorry about that.
-I'd be happy to revisit this one to fix the balancing issues, I did not get a lot of response inititially so I figured I'd let it go after making the changes that were suggested (sans the sky-box bit, it seemed like either option had its ups and downs).
Nice ideas text_fish, it has me thinking... Someone else suggested an SP feel to this one. After all, this was just a little diversion fro m th SP stuff I am working on, hmmmmmmmm...
Thanks for the feedback.
Maric
#17 posted by inertia [134.53.108.134] on 2005/09/30 08:33:18
Ah.. you should update your screenshots so people like me don't get mad ^_^
But thanks for taking my suggestions.
Maby Someone Want It :p
#18 posted by Trinca [213.58.97.42] on 2005/09/30 13:47:18
waypoints for Maric two maps and more other tree in this new pak if u want take a look at my forum...
http://makephpbb.com/phpbb/viewtop...
Maby Someone Want It :p
#19 posted by Trinca [213.58.97.42] on 2005/09/30 13:48:02
waypoints for Maric two maps and more other tree in this new pak if u want take a look at my forum...
http://makephpbb.com/phpbb/viewtop...
#20 posted by capt_howdy [65.200.105.3] on 2005/09/30 21:12:53
If you do a revision, fix the rocket ammo box at -16 -720 -170. It doesn't appear in fuhquake/joequake. Didn't try any other clients.
And I vote for a small room in the grenade tower with perhaps a YA. The red box outlined on the far right of this photo in Text-fish's post
http://i11.photobucket.com/albums/...
Very fun map as is though.
#21 posted by vb [211.30.142.115] on 2005/10/01 00:11:07
Maybe it's a NQ specific bug? Almost all the DM players play QW.
#22 posted by vb [211.30.142.115] on 2005/10/01 00:38:06
Ignore that, people tell me it's happening in QW too
#23 posted by Maric [70.22.67.137] on 2005/10/01 14:51:04
Ah.. you should update your screenshots so people like me don't get mad ^_^
Now why would I want to do that? After all making folk mad is a normal and fundamentally appropriate use of the int4rw3b isn't it... No? ;-)
waypoints for Maric two maps and more other tree in this new pak if u want take a look at my forum...
Thanks Trinca, [dumb] Now what bots are these waypoints for? [/dumb] Can you provide me with a link for them / the mod please?
If you do a revision, fix the rocket ammo box at -16 -720 -170. It doesn't appear in fuhquake/joequake. Didn't try any other clients.
And I vote for a small room in the grenade tower with perhaps a YA. The red box outlined on the far right of this photo in Text-fish's post
Very fun map as is though.
I am going to do what you suggest (I love the new room idea) and just release it as a new verison (read maricsq1_2a or some such) rather than replace the original. And thanks...
#24 posted by Maric [70.22.67.137] on 2005/10/01 14:53:29
Btw, I do all of my playing and testing via fitzquake080.exe Quake just looks and feels right to me in that engine.
Try This!
#25 posted by Trinca [213.58.97.84] on 2005/10/01 14:56:29
they run in fuhquake and ezquake very easy i´ve made for your both maps... i start with a comand line like this!!!
@ezquake-gl.exe +gamedir fbcakt -24bits -mem 128 -zone 2048 -listen 16 +set vid_displayfrequency 85 -mem 16 +serverinfo maxfps 85 +match_auto_record 1 -width 1024 -conwidth 576 +gl_smoothfont 1 +gl_consolefont "trinca" +deathmatch 3 +timelimit 10 +map maricsq1_1 +viewsize 100 +exec_team.cfg
Maric
#26 posted by Jago [85.76.178.187] on 2005/10/01 15:53:35
Don't test a deathmatch map in FitzQuake. FitzQuake is a netquake client, whilst deathmatch is played using quakeworld clients like FuhQuake, ZQuake, MQWCL, etc... For starters, the player movement physics are completely different between netquake and quakeworld, so that alone is a reason to use an actual QW client for map testing.
#27 posted by Maric [70.22.67.137] on 2005/10/01 16:32:42
Oh... I had no idea. Thanks and will do.
Map Feedback
#28 posted by Jago [85.76.178.187] on 2005/10/01 17:18:48
The map looks very good, your previous mapping experience definately shows in this one, solid build quality. Unfortunately this map is not without problems. There is very little reason to be on the lower levels of the map, I think you should put a YA or some powerful weapon on the lower level to encourage player movement there.
The yellow light textures are very overused, you should try using more light textures to introduce more variery. The rocket ammo box at -16 -720 -170 is dropped out of the map. Make the void always kill the player.
#29 posted by Lpb [84.204.121.99] on 2005/10/01 18:42:45
on what servers can I play it?
Void Killing
#30 posted by Spirit [80.171.159.39] on 2005/10/02 00:46:36
Dunno if it's still a problem or if I missed something. But I remember some readme.txt in my head where the map author said that he placed 3-4 trigger_hurt in layers on the floor of the map. So if the first one didn't work, then one of the other will kill the player. Hope this helps?
Review
#31 posted by Shadowalker [71.102.215.5] on 2005/10/02 12:44:22
I love void maps in general. The textures and structure are good. The flow of space is stellar. I agree that the map needs some interior space inside the structures. I'd like them to small hallways. Do you have any high res versions of these textures?
as
#32 posted by Trinca [194.65.31.249] on 2005/10/03 10:44:51
hey Maric did u test the bots?
#33 posted by Maric [70.22.14.95] on 2005/10/03 16:32:33
hey Maric did u test the bots?
Not yet, I have not had two spare minutes to rub together for the last couple of days. The same goes for the next week or two... Its all busy working goodness but it will certainly keep me away from gaming goodness for awhile... AND I just got Burnout:Revenge for the Xbox... with no time to play. All work and no play makes me go something something.
#34 posted by Trinca [194.65.31.249] on 2005/10/04 03:32:04
:) o.k dont work much is bad for heathy...
Work
#35 posted by gone [213.170.89.98] on 2005/10/04 05:10:35
hey Maric, atleast work slowed you down a little, otherwise we`d be looking at marics_362b by now :)
Help
#36 posted by matt [96.245.164.143] on 2008/05/19 20:33:08
can some one gimme a link to maricscabinet.com?
one that works

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