Thanks for all the help and feedback folks!

Obligatory pics:



Download
Note mirror below! (Thanks scourge34!

I'm not sure, I do know there are some promising bots under development.pjw wrote:Thanks for the replies folks!
Geit: I'm going to try to add a bit more detail for the final; when I do, I'll see if I can break up some of the repeating a bit. Re: bots, I was only aware of the SABot? Are there more?
Hmmn. I think I'll wait until it at least uses the native .aas system. I don't want to screw around with waypoints when the author is going to change it anyway...Geit wrote:there's an alpha version for the omni-bot
My $0.02: If you're going to make a map for a game, you shouldn't assume that the person playing your map has any access to or knowledge of any sort of mods, plug-ins, or add-ons required to make the map playable. If you do, you're going to be bending at least a few people over and giving them the high hard one.jester! wrote:It should also be noted that with Q4max bringing vertex lighting as they call it into the game that map makers shouldnt worry overly much about the optimization of lights for lower end systems. If the lightdetaillevel scale is used then the user has that option but really vertex light is awesome for smoothing gameplay.
q4max. :icon25:
Yeah thats fair. Really the best solution is the lightdetaillevel functionality if your not going to be planning for any mods and such.pjw wrote:My $0.02: If you're going to make a map for a game, you shouldn't assume that the person playing your map has any access to or knowledge of any sort of mods, plug-ins, or add-ons required to make the map playable. If you do, you're going to be bending at least a few people over and giving them the high hard one.jester! wrote:It should also be noted that with Q4max bringing vertex lighting as they call it into the game that map makers shouldnt worry overly much about the optimization of lights for lower end systems. If the lightdetaillevel scale is used then the user has that option but really vertex light is awesome for smoothing gameplay.
q4max. :icon25:
If you're going to map for vanilla Q4, then your map should (at least for now) be comparible with the stock maps in terms of performance.
Of course, if you're mapping for a mod (and you make that clear when pimping the map) then all bets are off.
Hmmn. Not sure exactly what pipe you mean. There are a couple that are in there just for eye-candy... is it near RG? HB? back walkway near RA?Lenard wrote:There is this one pipe that you can stand on that it just on top of the void and you can't get back up.. is that supposed to be there? English?