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 Post subject: **UPDATE #2 10/24** Storm4dm4 - beta 4
PostPosted: Wed Oct 04, 2006 9:56 pm 
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Small DM map for quake 4. 4 -5 players max.
***BETA 4***

I made a number of gameplay changes to this map in an effort to improve connectivity and make some of the 'dead' areas come into play.

This is a test build, so some of these changes may not make the final if people don't like them. If you like them or not, let me know, because this will probably be the final beta and this is your last chance for input!

Check the changelog for a full list of changes.

Beta 4 is now available

Beta4 changelog:
- Added a second floor to the RG room, and connected it to the 2nd floor of the octagonal RA room
- Added a route from the 2nd floor of RG room into main mega room
- Removed 2nd floor teleporter
- Changed 1st floot teleporter location to top ledge (old 2nd floor TP destination)
- Added a narrow hall to Mega, approachable from the previous 2nd floor TP
- Changed RG room around a bit to make it more 'interesting' - but no, I didnt add any traps or put rail in a perilous location
- Edited a number of entrances/hallways/etc to reduce LOS and nerf the rail a bit
- Fixed a number of z-fights and other visual issues
- Did a lot of work on portals, lighting, and other performance issues

DL:
http://stormshadow.burial-grounds.com/s ... _beta4.zip
http://q4files.escapedturkey.net/quake4 ... _beta4.pk4

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PostPosted: Thu Oct 05, 2006 2:23 am 
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First of all, kudos for 1.) making a gothic themed map (I'm all sci-fi'ed out), and 2.) leaving out the rail.

The only things that I noticed were a few missing textures (at upper RL and at the tele exit in the RA room) and that the ceiling is too low coming from YA.

I'm a big fan of tele's (esp. ones where the source and destination aren't just mirrors of each other), so my suggestion is to put another tele where the current one exits, and have that tele exit on the floor above RA. Consequently have another tele where that one exits, and have it exit all the way on the bottom floor where the first tele is located.

I also think that the area above RA and the area above lower RL should be made accessible. It seems like a lot of times new maps are lacking in verticality and this would go a little towards remedying that.[br][img:width=640&height=480]../../e107_files/public/1160011426_11_FT8727_shot00004.jpg[/img][br][img:width=640&height=480]../../e107_files/public/1160011426_11_FT8727_shot00005.jpg[/img][br][img:width=640&height=480]../../e107_files/public/1160011426_11_FT8727_shot00006.jpg[/img][br][img:width=640&height=480]../../e107_files/public/1160011426_11_FT8727_shot00007.jpg[/img][br][img:width=640&height=480]../../e107_files/public/1160011426_11_FT8727_shot00008.jpg[/img][br][img:width=640&height=480]../../e107_files/public/1160011426_11_FT8727_shot00009.jpg[/img]


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PostPosted: Thu Oct 05, 2006 2:05 pm 
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Cool, thanks for the reply, this is quality feedback.

The concensus on other forums is that rail needs to be left out as well, so we wont have to worry about seeing it in future beta's :)

Ill take care of the textures, and that area at the YA with the headbump.

Interesting idea with the teleporters. I want that upper ledge area to be more accessible from below, and that seems like a good way to do it. I will definitely be looking into that, and if I dont do specifically what you suggest I will probably do something very similar.

I dont really want the top areas to be accessible for a 1v1 map, because I want to keep the size in check and limit camping, but I could definitely do and FFA version with the top open.

Thanks again!

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 Post subject:
PostPosted: Mon Oct 09, 2006 8:08 pm 
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New beta!

Storm4dm4_beta2
Changes include:
- Added Railgun (this doesnt mean rail will be in the final, I just wanted to test it)
- Changed YA location
- Made approach to RA from the 2nd floor a ramp jump instead of stairs
- Removed 25 HP
- Moved Armor Shards to lower corridor
- Removed upper SG
- Moved HB to upper SG room
- Opened up ceiling in lower RL room so jump to 5hp's is makable
- Clipped broken rock near 5 hp's in lower RL room so jump across is more makable
- Removed RL ammo
- Replaced missing textures
- Made a few clipping adjustments
- Made cosmetic and technical fixes

I also included another version, storm4dm4_beta2a (notice the 'a'). This is more of an experimental build to test out a possible teleporter to the top ledge and a different item layout.

DL:
http://stormshadow.burial-grounds.com/s ... _beta2.zip

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 Post subject:
PostPosted: Mon Oct 09, 2006 9:16 pm 
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Map is on this server 64.246.50.118:28004 Houston, Tx Q4Max.

And added the file to be downloaded for additional mirrors
http://www.r4iled.com/games/quake4/maps ... _beta2.zip

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BG Q3 OSP TX: 64.246.50.147:27960
BG Q4 TX: 64.246.50.118:28000

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 Post subject:
PostPosted: Mon Oct 09, 2006 9:39 pm 
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I don't know if anyone has noticed it yet, but if you fire grenades into the right hand lower corner of the teleporter, they rain down on your own head from the upper walkway! LOL I love pineapples!
On a serious note, I second the opinion about the gothic style of the map being a refreshing change of pace. I haven't looked at rev 2a yet, but I will this evening. This one looks like it would be good for 2 to 6 players.
Haven't had time to really run around in it for awhile yet, so I'll probably try it out later this evening to see if I have any suggestions.
Great job!

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 Post subject:
PostPosted: Mon Oct 09, 2006 10:23 pm 
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[quote1160428810=t3ch]
Map is on this server 64.246.50.118:28004 Houston, Tx Q4Max.

And added the file to be downloaded for additional mirrors
http://www.r4iled.com/games/quake4/maps ... _beta2.zip
[/quote1160428810]

Great, thanks! Ill update my posts.

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 Post subject:
PostPosted: Mon Oct 09, 2006 10:26 pm 
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[quote1160428996=SPYDER]
I don't know if anyone has noticed it yet, but if you fire grenades into the right hand lower corner of the teleporter, they rain down on your own head from the upper walkway! LOL I love pineapples!
On a serious note, I second the opinion about the gothic style of the map being a refreshing change of pace. I haven't looked at rev 2a yet, but I will this evening. This one looks like it would be good for 2 to 6 players.
Haven't had time to really run around in it for awhile yet, so I'll probably try it out later this evening to see if I have any suggestions.
Great job!
[/quote1160428996]

Yeah, one thing I really love about q4 is projectiles going through teleporters. There are actually a lot of cool little tricks you can do with that, but 'competetive' players dont like them, so I leave them out of my tourney maps :)

Looking forward to feedback! If you play any actual people and can snag a demo, that would be a great help.

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 Post subject:
PostPosted: Tue Oct 17, 2006 4:51 pm 
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updated see first post for details and new dl link

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 Post subject:
PostPosted: Tue Oct 24, 2006 5:23 pm 
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udpated again, see first post for info and dl links

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