QuakeLive CTF

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Eraser
Posts: 19176
Joined: Fri Dec 01, 2000 8:00 am

Re: QuakeLive CTF

Post by Eraser »

AFAIK the terra maps aren't in Quake Live.
There were 3 terra maps in Team Arena:

Overdose, Distant Screams and Final Strike.
Deji
Posts: 718
Joined: Tue Feb 08, 2005 6:42 pm

Re: QuakeLive CTF

Post by Deji »

mpterra2 was way too huge for any normal(up to 8v8) meaningful games, IMO, with way too many access points. Kinda reminded me of the terra map that some user created and was made semi-popular in those 64-people games.
Tsakali
Posts: 7175
Joined: Thu Mar 02, 2000 8:00 am

Re: QuakeLive CTF

Post by Tsakali »

the terra maps were the truly special addition from TA, but in all honesty, they were too big for a Quake like game...I remember having to travel for so long to get from point a to point b.

I don't know, I'm undecided ...I kinda want them back but I'm afraid the novelty will wear off for alot of the players.
Dark Metal
Posts: 5496
Joined: Sun Feb 20, 2000 8:00 am

Re: QuakeLive CTF

Post by Dark Metal »

I'm hooked up with CoachHines.
[WYD]
Grandpa Stu
Posts: 2362
Joined: Wed Nov 01, 2000 8:00 am

Re: QuakeLive CTF

Post by Grandpa Stu »

yeah no coach on my list either with no waiting invites for me to accept.

if ql ever allows 10v10+ servers terra2 would be a blast to play. terra1 and 3 though were small enough so that 6v6 was very playable. i miss the terra maps. they're the only maps that really let a scout shine :tear:
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DooMer
Posts: 3068
Joined: Thu Dec 23, 1999 8:00 am

Re: QuakeLive CTF

Post by DooMer »

No self damage, and increased firing speed... He already shines enough.
R00k
Posts: 15188
Joined: Mon Dec 18, 2000 8:00 am

Re: QuakeLive CTF

Post by R00k »

Yea, the no self damage wasn't in the original TA. That's a QL addition.
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Whiskey 7
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Joined: Sat Jul 21, 2001 7:00 am

Re: QuakeLive CTF

Post by Whiskey 7 »

Eraser wrote:AFAIK the terra maps aren't in Quake Live.
There were 3 terra maps in Team Arena:

Overdose, Distant Screams and Final Strike.
Thanks Eraser :up:

Yes those were the days, those terra maps :tear:
[color=#FFBF00]Physicist [/color][color=#FF4000]of[/color] [color=#0000FF]Q3W[/color]
Fender
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Joined: Sun Jan 14, 2001 8:00 am

Re: QuakeLive CTF

Post by Fender »

I hated the terra maps.
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Eraser
Posts: 19176
Joined: Fri Dec 01, 2000 8:00 am

Re: QuakeLive CTF

Post by Eraser »

Memphis wrote:Bring back gibs. Dammit.
Yeah, at least bring back the cool splatter effect when you're mined inside an invulnerability. It's just the standard gib effect now, which is lame :(
Fender
Posts: 5876
Joined: Sun Jan 14, 2001 8:00 am

Re: QuakeLive CTF

Post by Fender »

I'm having an issue where I keep moving after I try to change directions. I have to double tap the "stuck" direction to unstick it. Anyone have any ideas?

And I don't see the forcemodel settings in my config. Has that changed?
Big Kahuna Burger
Posts: 2458
Joined: Sat Jul 09, 2005 6:56 pm

Re: QuakeLive CTF

Post by Big Kahuna Burger »

fender: i haven't heard of that movement problem before. maybe check the bug reports forum at the ql site?

as far as the config goes, are you trying to force your team model or the enemy model? i know you can add seta cg_forcemodel "1" and seta cg_forceEnemyModel "keel/bright" to your config and that will work.
knightmb
Posts: 9
Joined: Sat Aug 23, 2008 5:45 pm

Re: QuakeLive CTF

Post by knightmb »

Grandpa Stu wrote:yeah no coach on my list either with no waiting invites for me to accept.

if ql ever allows 10v10+ servers terra2 would be a blast to play. terra1 and 3 though were small enough so that 6v6 was very playable. i miss the terra maps. they're the only maps that really let a scout shine :tear:
If you can dig out that old Team Arena CD, I still run a public server with those maps. Mostly empty public server, but I usually get a bunch of old quake buddies together so that they actually have a large amount of players for fun certain times of the week. Everyone's grown up now, has a family, etc. So we have to get the kids to bed before blasting each other like the good ole' times, hehe. :D

Weekends tend to be more fun.
[url=http://www.gametracker.com/server_info/75.146.8.203:27960/][img]http://cache.www.gametracker.com/server_info/75.146.8.203:27960/b_560x95.png[/img][/url]
Grandpa Stu
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Joined: Wed Nov 01, 2000 8:00 am

Re: QuakeLive CTF

Post by Grandpa Stu »

i'm 100% down with playin some old school TA. i just tried pinging your server listed in your sig and it timed out. is it up 24 hr? q3 + ta are pretty much the only game i bother installing on any fresh system so i'm always up for a game.
knightmb
Posts: 9
Joined: Sat Aug 23, 2008 5:45 pm

Re: QuakeLive CTF

Post by knightmb »

Grandpa Stu wrote:i'm 100% down with playin some old school TA. i just tried pinging your server listed in your sig and it timed out. is it up 24 hr? q3 + ta are pretty much the only game i bother installing on any fresh system so i'm always up for a game.
Yes, it's up 24/7.
Well if you did the just the regular "ping" from the dos prompt, the firewall blocks them. It should respond to the pings on the Q3 port though, it does when I try it from a friends house. It should show up in the in game browser too, it's only one of two TA servers out there now I think, LOL. That will give you a ping response then at least. I usually try to schedule games with friends/family, so we at times can have up to 20 players in it. It's tough to get everyone sync for those kinds of games, so often a lot of people come in, find the server empty, then leave of course.

But hey, it's cool that any computer buy will run the game with all the detail settings on, so it's still a lot of fun.

The server also has all the voting turned on, you can vote for different game types, maps, etc. So it doesn't always have to be CTF. It does have a lot of custom maps, so I usually leave the auto-download on so people don't have to hunt around for maps, but the q3 server makes a better game server than file server, they still take a while to download at times.

I usually tell new players to leave their client option "autodownload" turn off so they can join, otherwise your client tries to download every custom map it's using. :!:
[url=http://www.gametracker.com/server_info/75.146.8.203:27960/][img]http://cache.www.gametracker.com/server_info/75.146.8.203:27960/b_560x95.png[/img][/url]
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