xfooql1beta2

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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xfoo
Posts: 39
Joined: Mon Feb 14, 2005 5:52 am

xfooql1beta2

Post by xfoo »

This is the second beta for a map I am designing for QuakeLive 1v1. My goal is to have maps ready to be played as soon as QuakeLive allows custom content. Until then the map will have to be playtested in CPMA. If you are interested in playing and would like a duel partner please contact me (d|xfoo) in #quakelive on either quakenet or gamesurge.

I'm posting this on quake3world and expecting you guys to tear me down for textures and lighting; which I know is a huge personal weak spot.

This pk3 contains two versions of xfooql1 to test.

xfooql1beta2 - Uses an armor load out of 1xRA, 1xYA, 1xGA

xfooql1beta2a - Uses an armor load out of 3xYA



Notes for beta2 (April 4th, 2009)

Chg: Redesigned lower YA room.

Chg: Blocked off several lines of sight in quad/mega room.

Chg: Blocked off line of sight from RA to lower hallway.

Chg: Added walkway in the lower RA room.

Chg: Tightened rail hallway and added additional lights.

Chg: Added 4 new spawnpoints

Chg: Lowered several roofs to increase rocket splash damage.

Chg: Moved the placement of health bubbles in the RA room.

Chg: Replaced lower YA RL with PG.

Chg: Moved GL slightly.

Chg: Moved RA SG to below RA.

Chg: Replaced PG with SG.

Chg: Added RL ammo to the upper hallway between RA and lower YA.

Chg: Replaced SG ammo in quad/mega with GL ammo.

Fix: Numerous texture, brush and entity errors.




New screenshots: http://img264.imageshack.us/gal.php?g=shot0073.jpg

Download: http://www.box.net/shared/fgilno7ohr



Current serverlist:

nineX's CPMA CHI 1.46 server: 72.51.60.2:27960
v1l3
Posts: 822
Joined: Wed Apr 02, 2003 8:00 am

Re: xfooql1beta2

Post by v1l3 »

Nice to see your around :D I still have your first version of this map that you put out at the promode forums..in whatever year that was. I really like the changes..so many things lining up giving the ability for constant movement. Nice to see that you made it more bot friendly also. It's a quality promode map..I'd have comments on item placement and other things, but it looks very solid. I'd hit you up online if I had a good connection. =/ I like it though.
dichtfux
Posts: 571
Joined: Thu Feb 02, 2006 10:51 pm

Re: xfooql1beta2

Post by dichtfux »

Which texture set is that?
[color=#FFFFFF][url=http://maps.rcmd.org]my FPS maps[/url][/color]
fKd
Posts: 2478
Joined: Sat Jun 03, 2006 2:54 am
Location: Wellington
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Re: xfooql1beta2

Post by fKd »

looks like a mix of various texture sets to me
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