Maps propositions for Excessiveplus

71 replies [Last post]
epsiplayer
THE ONE AND ONLY
intact-epsilon's picture
Offline
Joined: Dec 2006
Posts:
Re: Maps propositions for Excessiveplus

i would like you to see this page and tell me what you think : Competitive Design Guide - Joel McDonald (about q3 maps)
Happy
------------------------
i agree that a map that is mirrored its balanced in probability and statistical terms like if a team is on a side and an other team is on another side then its perfectly balanced. But that would be only if the spawns are "per team" for gametypes alike ctf and teamed freeze with rounds. But if the gametype is 1v1 or ffa or tdm or normal freeze then i would say a map shouldn't be mirrored. On this kind of maps you need a balanced map too but the thinking strategy is a bit different..

For example for 1v1 the thinking should be about "the hunter" and "the hunted" and questions like .. what is the items "the hunted" will have / and what are the items "the hunter" will have ... and the timings are also important .. thats why on vq3 or cpma is v important where are the power items placed .. for example : in ztn (blood run) you have red and mega near eachother but then the other 2 yellows are not so reachable .. and it generates strategies and tactics on how to gain items that will help "the hunter" or even "the hunted" to push into wanted fights for the kill.

In e+ is a bit different cause the weapons are not spawned but you have them .. you spawn with them .. you sleep with them .. you kill or being killed with them.. the questions are : how a e+ map should look like ? why maps like overkill / ermap3 (big maps) are loved for freeze ? when a map is too complex and when is too simple?

_________
epsislow


CSM> >HOLLOW
Piranha's picture
Offline
Joined: Apr 2010
Posts:
Re: Maps propositions for Excessiveplus

i wouldnt mind seeing more of soft-airs map you can see all info here about this map:

http://www.excessiveplus.net/forums/thread/map-xpctf2-v1-0

maybe we could add it to beer rotation for a night or 2 to see how people also like this map Happy

j wrote:

..build a robot who control ppl? we have mow!

=High-Energy=
JoeriBaas's picture
Offline
Joined: Dec 2008
Posts:
Re: Maps propositions for Excessiveplus
Sander wrote:


I posted it here http://www.excessiveplus.net/forums/thread/kid-games-server-discussion#comment-299165

it should be on some ali's server or ftp.

It was supposed to be a survival horror map. But later it needed some config commands implemented. There was no support from mod team so i cancelled work on that map. Atm it's not finished and dont suits for e+

The screenshots look great. You should put it on http://lvlworld.com/!
I'm gonna try it.

I only dont understand what you mean with that a map needs a config command implemented? Why would it need support? That's the beauty of E+. You need quake 3, mod it, upgrade it with ioquake 3 and make a custom server. Ideal for my lanparty's. Thats why i think E+ is a great polish and addition of quake 3, but a total conversion i think is not cool. I just love my own cfg file. Just my idea...

------
edit, still looking for a dl link.... you dont make it easy... do you at least have a filename.pk3 for me so I know what I'm looking for?

IMPULSE
korso's picture
Offline
Joined: Mar 2008
Posts:
Re: Maps propositions for Excessiveplus
¯¯__█ALI█¯¯__ wrote:

"We want a map like overkill"

Actually this's the answer because exist a lot of maps but not all of it played. Why?

1. q3a have slow download. And ppl lazy so search maps and downloading it. Those games witch based on ioquake engine like Urban Terror, Open Arena and others haven't such problems, free map rotation, why public e+ servers still haven't it?

2. I don't know how about other players but I don't like play maps witch looks like Taj Mahal where need compass to find flag or moving an hour to rich another place, weight of such maps about 20 Mb or more. Most of ppl playing without build-in music, with r_picmip 8, they will not see and hear a half what mapper built and created. 

I don't tell what those maps is bad. It just some kind of "quake" art. It more interesting just looking but not to play.

3. "We want a map like overkill" -  those maps like overkill, mkexp, ermap3, 6++, 7++, cpm14 ... mapel4b, mkbase, q3wtf1, q3w2, q3w4 and others. it big enough to play 7vs7, it have simple architecture for game, there are also easy moving (granade jumps and bfg corner sliding), exist areas for camp or spam, those maps consider dynamics and play style of e+.

To make good map for e+ imo hard one. But it's also not impossible. Need just looking for what players want and find compromise between "quake" art stuff and real game. 

3M'darkangel wrote:

You can make a remix of overkill

ftp://ftp.excessiveplus.net/maps/o/map-overkill2.pk3

...Welcome to my world insect...

3M'darkangel
darkangelspa's picture
Offline
Joined: Feb 2010
Posts:
Re: Maps propositions for Excessiveplus
IMPULSE wrote:

¯¯__█ALI█¯¯__ wrote:
"We want a map like overkill"

3M'darkangel wrote:

You can make a remix of overkill

ftp://ftp.excessiveplus.net/maps/o/map-overkill2.pk3

yes but thats one is very very dark and we cant see anything....also that noise of ''scream'' anoins a bit.

there is also a uberkill...but also not so good maked...seems like is mising something...


Gloria Mōmentum
Talent wins games, but teamwork and intelligence wins championships.”



“There is no hunting like the hunting of man, and those who have hunted armed men long enough and liked it, never care for anything else thereafter.”
—Ernest Hemingway

^t
smasherchif's picture
Offline
Joined: Oct 2009
Posts:
Re: Maps propositions for Excessiveplus

there're also overek


.aNk/xXxp4l/:bR.Shady'XYN! wrote:
Fuck! I just thought of the most awesome pun about the BC vs Smurfs final game and the flames that followed :
"In Soviet Moldavia, Pole rages YOU"
like 2 months after Call me

3M'darkangel wrote:
// 09:30:49 27.06.2010, UNKNOWN LOCATION,
Name { "Biotoxin" }
IP { "localhost" }

SHUDDER wrote:
People are training hard to hide their autoshoot so well while gain enough skills to win (or at least compete on similar level) without them. This is getting insane or provoked. I feel like I would cut myself with Ockham's Razor if I claim a cheat there.

Managorth Anora
Grim Sorcerer's picture
Offline
Joined: Dec 2010
Posts:
Re: Maps propositions for Excessiveplus
¯¯__█ALI█¯¯__ wrote:


Your map was already done, I'm here asking comminity what they want and to propose, so a mapper can make it knowing there are some ppl wanting it.

My map was already done?

¯¯__█ALI█¯¯__
xpaliminium's picture
Offline
Joined: Nov 2005
Posts:
Re: Maps propositions for Excessiveplus
Managorth Anora wrote:

¯¯__█ALI█¯¯__ wrote:

Your map was already done, I'm here asking comminity what they want and to propose, so a mapper can make it knowing there are some ppl wanting it.

My map was already done?

This topic is dedicated to propose new maps idea so a mapper make it, not to post a made map, got it ?



If you say : "I want map like overkill." and full stop. then go play overkill itself Big grin

It's like saying "I want a house." Ok you will have a house but how many rooms ? in what theme ? how many levels ? what material ?

So here I am forced to introduce characteristics of the proposition some1 would make.

.: General idea : ?
.: Supported players : ?
.: Supported gametypes : ?
.: Number of levels : ?
.: Number of rooms : ?
.: Texture theme : ?
.: Special notes : ?
.: Attached paperwork : ?

Wanna avoid seeying mow, skull & co Surprise

Check this peacefull place

Sander
sander's picture
Offline
Joined: Jul 2009
Posts:
Re: Maps propositions for Excessiveplus
=High-Energy= wrote:

edit, still looking for a dl link.... you dont make it easy... do you at least have a filename.pk3 for me so I know what I'm looking for?

ok uploaded beta1, but there was beta2 or 3 somwhere http://www.speedyshare.com/files/25586159/damned_beta1_.pk3

the map project was closed because a needed combine gametype for survival - TDM for red team, Clan Arena for blue team, Specific weapons, healths, armors for one team and different for other.

If players like to play with r_picmip 10, mapper can force them to use r_picmip 0 Happy if iam not wrong (using shaders)

to Mario. I dont think there should be 2 similar places with columns on 1 map, also avoid sharp angles

¯¯__█ALI█¯¯__
xpaliminium's picture
Offline
Joined: Nov 2005
Posts:
Re: Maps propositions for Excessiveplus
Sander wrote:

ok uploaded beta1, but there was beta2 or 3 somwhere http://www.speedyshare.com/files/25586159/damned_beta1_.pk3

the map project was closed because a needed combine gametype for survival - TDM for red team, Clan Arena for blue team, Specific weapons, healths, armors for one team and different for other.

zorky Happy The feature you have spoken about (teamed spawns) is now available and working on an e+ beta release. You can try it on .!NXS Freeze,
for weapons you can (through a config) give some weapons to some players and not for others.
for healths and armor you can set the ammout to give to players on spawn by linking it (check q3touney5: uriel's map where you get an armor on spawn)

call me on msn if u need more infos Happy

Wanna avoid seeying mow, skull & co Surprise

Check this peacefull place