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Author Topic: map: dmcube0  (Read 22162 times)
sago007
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« on: March 14, 2007, 07:28:44 AM »

I have played a little around with the idea of a map with more Z-fighting.

It is a big DM map suited for a large number of players.
Cube maps are not very popular, so be warned that you might hate the map
It includes some of the more rare power-ups such as flight and the BFG
The BFG might be overkill but it is included.
I used the SVN version during building, so some textures will be missing if you use 0.60
Map file etc. is inside the pk3-file

Screenshots:





Pk3 file:
http://files.poulsander.com/~poul19/public_files/dmcube0f1.pk3

EDIT: Update links
EDIT 2010-07-19: Final+1 uploaded
« Last Edit: July 18, 2010, 04:48:20 PM by sago007 » Logged

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Blaenk
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« Reply #1 on: March 14, 2007, 08:06:21 AM »

Damn that looks frickin sweet! Some might say it looks too dull and boring but from the screenshots, I like it!

Some ramps look too steep, are they ramps? And can you really go up them?
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tw3k
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« Reply #2 on: March 14, 2007, 08:12:35 AM »

looks phat to me, can't wait to play it in rotation Grin
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sago007
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« Reply #3 on: March 14, 2007, 08:33:36 AM »

Some ramps look too steep, are they ramps? And can you really go up them?

I have played it for some time now and it is possible to go up on all the ramps, although not always at full speed.

There are a lot of weapons and they are placed so the bots use the whole map almost equally (otherwise they tend to seek to the bottom).

My only real problem is that I'm not sure if the BFG would work in a game with human players. The bots almost ignore the BFG but humans might go for it all the time.
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baronofhell
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« Reply #4 on: March 14, 2007, 08:48:00 AM »

The map is pretty big, so the BFG wont be an overkill.

And ofcourse, plays really nice. Hope to play it online soon.
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dmn_clown
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« Reply #5 on: March 14, 2007, 07:57:54 PM »

You need to add some sort of map objects.  As it stands the level is kinda boring to look at.

Pipes, torches, fire... anything.
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L^a^Z87
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« Reply #6 on: March 14, 2007, 09:49:07 PM »

maybe some death traps
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dmn_clown
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« Reply #7 on: March 14, 2007, 11:38:47 PM »

even turning some of your platforms into see-through grates would make the level more interesting.
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« Reply #8 on: March 15, 2007, 11:11:42 AM »

looks sweet to me... just need to get my svn version compiled :-) Would be a lot more interesting with more textures to map with. Damn them voicechat commands.

//for no voicechat
#exclude<menudef.h> hehe I wish..
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sago007
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« Reply #9 on: July 18, 2010, 04:51:22 PM »

Final+1 is up. It was last edited back in 2007 but not uploaded until now.

Changes include jumppads and no BFG.
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Bane
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« Reply #10 on: July 18, 2010, 05:22:20 PM »

Looks cool form the screen shots it would be nice to see it on a server.

Also since the BFG is only in one stock map maybe next release there could be a galmeivsh style map where players spawn with the BFG and there is plenty of BFG ammo around and you can just go to town. It would be more of a “I wanna get my rage out because I had a bad day” kind of map mostly mean for fun.
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HelloKitty!
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« Reply #11 on: July 18, 2010, 06:13:23 PM »

It looks interesting, and OpenArena needs new maps.

Unfortunately, the few servers with custom maps are not popular, and you need to download 100+ maps, so people disconnect after each level. I understand that many mappers are frustrated that nobody plays their maps.

There must be something that can be done. I like testing new maps, but testing it with bots is boring, and not representative of a real game.
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Peter Silie
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« Reply #12 on: July 19, 2010, 03:20:57 AM »

I did a short play and it was very funny (even if i usualy do not play dm).
The z-axis movement is great and i like some of the jumppads.
Maybe you should reduce the count of railguns, because there is so much camper potential in this map.
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WingedPanther
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« Reply #13 on: July 19, 2010, 05:12:00 AM »

I think this is a very fun map.  It's too bad I missed the BFG version.
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« Reply #14 on: July 19, 2010, 05:25:54 PM »

A nice and big FFA map. I can't make some of the jumps with pmove_float physics though, and I think the map really could use a set of slipgates or a teleporter to transport players from the bottom of the map to somewhere on the topmost ledge quickly. Maybe a teleporter near the regen in the water room?
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sago007
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« Reply #15 on: July 20, 2010, 04:27:38 AM »

it was played a little online back in 2007 and it is complete rail madness.

the jumps should be doable with both 91 and 125 fps physics if you hit the pads right, but they are easy to miss especially the ones that must hit another jumppad. pmove_float was not an option then this map was made.

The primary purpose of this map was to create a large map suitable for more the 12+ players sometimes seen on some servers and with a lot of z-action (most maps are rather flat). The map is too big to make it release worthy (adding details to this map would take a long time).
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« Reply #16 on: July 20, 2010, 06:00:56 AM »

I didn't mean jumps from the pads but jumps from one ledge to another one. I think the main problem with the map is unbalance, there is no quick way up but the jump pads, while getting down quickly is all too easy by jumping down. This unbalances the bottom of the map (where most of the action will be) and the jump pads (which will be crowded also and consequentially will be camped hard with the railgun).
« Last Edit: July 20, 2010, 06:13:31 AM by 7 » Logged

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Neon_Knight
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« Reply #17 on: January 13, 2013, 09:12:03 AM »

New link for this one: http://www.mapraider.com/maps/?fileid=5918
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