Take it you never played Tourian, Brinstar or battlestrogg galatica.
Also take it you know nothing about map design.
Take it you never played Tourian, Brinstar or battlestrogg galatica.
Also take it you know nothing about map design.
there are nerds who think they know about map design, then there are those who just make maps and make the ones that have the most playability. gamers like games that are like real life in todays world. and those games are the have the biggest player base, a empty map that is suppose to be a city is just pathetics along with a jungle with 10 trees and a few hills
have many trees and random statues and temples, and canel and streams and walls and tunnels and so on
you can draw out a basic design of a map, but you cannot plan on the atmosphere or playability getting from 1 area to the next, you need stuff to run past
[QUOTE=king_troll;384775]there are nerds who think they know about map design, then there are those who just make maps and make the ones that have the most playability. gamers like games that are like real life in todays world. and those games are the have the biggest player base, a empty map that is suppose to be a city is just pathetics along with a jungle with 10 trees and a few hills
have many trees and random statues and temples, and canel and streams and walls and tunnels and so on
you can draw out a basic design of a map, but you cannot plan on the atmosphere or playability getting from 1 area to the next, you need stuff to run past[/QUOTE]
Wrong on so many levels.
[QUOTE=.Chris.;384767]
Also take it you know nothing about map design.[/QUOTE]
Guess not.
Should add - prefer GDF hack objectives over Strogg’s hack objectives if im doing the objective myself.
If I’m supporting, I prefer Strogg’s hack objective.
GDFs are designed so that you can move around and avoid being hit, at the cost of more stuff being able to kill you outdoors. Its GDF’s version of the mining laser but for hacking.
Strogg’s hack objective plays out exactly like GDF’s static repair objective, with the added benefit of tacshields and being indoors.
[QUOTE=Humate;384873]Should add - prefer GDF hack objectives over Strogg’s hack objectives if im doing the objective myself.
If I’m supporting, I prefer Strogg’s hack objective.
GDFs are designed so that you can move around and avoid being hit, at the cost of more stuff being able to kill you outdoors. Its GDF’s version of the mining laser but for hacking.
Strogg’s hack objective plays out exactly like GDF’s static repair objective, with the added benefit of tacshields and being indoors.[/QUOTE]
That’s map dependant not team dependant though. Sewer last stage objective is pretty much same as Volcano first objective.
nowhere near wrong, game detail level are based on engine and hardware, every quakewars map is a desert and just purely a terrain and megatexture with a few props, the engine is capable of runnings maps like rage, no mappers that map for quakewars would make a good complete map and use todays hardware, quakewars “modders” and mappers just dont get it and stick to the game as it was released
Firstly, not everyone has today’s hardware, some people still need to use low graphics configs to run ET never mind ET:QW.
Secondly it very easy to get low fps on any size of map if you get carried away with detail, there’s a reason why there aren’t 100’s of different tree models and prop models on outdoor areas in stock and custom maps, if you think etqw can handle the level of detail in rage than be my guest and try to do so, it wont work. How many maps have you made for ET:QW? If it’s above 13 I’ll maybe take you more seriously.
Thirdly, how do you propose to build an objective based game on such a large map, you cant just build a huge map and expect it to work, you need “nerds” who have a clue about map design not idiots who think more is better and don’t think their ideas through.
Yes its map dependant - Sewer being the only one where GDF are hacking indoors.
But I feel that was a conscious decision to make those aspects different via the maps they included and designed.
Basically I’m saying theres a preference towards support play when the objective is indoors, and a preference towards freedom of movement cough when completing the actual objective.
[QUOTE=.Chris.;384883]Firstly, not everyone has today’s hardware, some people still need to use low graphics configs to run ET never mind ET:QW.
Secondly it very easy to get low fps on any size of map if you get carried away with detail, there’s a reason why there aren’t 100’s of different tree models and prop models on outdoor areas in stock and custom maps, if you think etqw can handle the level of detail in rage than be my guest and try to do so, it wont work. How many maps have you made for ET:QW? If it’s above 13 I’ll maybe take you more seriously.
Thirdly, how do you propose to build an objective based game on such a large map, you cant just build a huge map and expect it to work, you need “nerds” who have a clue about map design not idiots who think more is better and don’t think their ideas through.[/QUOTE]
i dont make maps, its way to boring more me, when i do mess around, they are like battlefield maps with full size building etc, quakewars can handle the amount of polys rage has with ease, maybe not on a xbox, but easy on a PC, you can use http://dryad.stanford.edu/ to make and kind and size of trees and export/convert them to lwo and all leafs become square polys for a alpha texture to be put on,
quake 4 cant handle large number of polys, its as rubbish as the doom 3 engine and has renderer floating point whatever bugs and give you 10fps when you have a large skybox
i turn quakewars into battlefield Vs brink after 2 weeks, where all other mods on moddb and around failed
http://www.splashdamage.com/forums/showthread.php/31266-MOD-skilth-1.3?p=384795&viewfull=1#post384795
Then stop telling people who do what they should be making and stop acting like you know about ET:QW mapping.
[QUOTE=king_troll;384937]i turn quakewars into battlefield Vs brink after 2 weeks, where all other mods on moddb and around failed
http://www.splashdamage.com/forums/showthread.php/31266-MOD-skilth-1.3?p=384795&viewfull=1#post384795[/QUOTE]
No you haven’t, you’ve removed strogg from etqw, congratulations, you can’t compare your two week mod to the likes of wheels of war and tribal wars. They may not have people playing them anymore but I don’t see anyone playing your mod either, it’s just as fail.
[QUOTE=.Chris.;384959]Then stop telling people who do what they should be making and stop acting like you know about ET:QW mapping.
No you haven’t, you’ve removed strogg from etqw, congratulations, you can’t compare your two week mod to the likes of wheels of war and tribal wars. They may not have people playing them anymore but I don’t see anyone playing your mod either, it’s just as fail.[/QUOTE]
i can compare what i like. to add new player classes and remove the strogg takes alot of code in scripts, dll, huds, and alot of code you have to work out that passes bool and string all around of them in map event calls
Yeah I’m sure that’s as hard as making new vehicles and a racing mode then editing existing maps to place a race track into them or as hard as making new player models and animations and a totally new movement system and gamemode complete with totally new maps and **** tonne of custom assets.
can type a letter in word, debug multiple classes and functions along the way with code flawless code and not need to debug the application is another world, or doing good code that works and is fast
im to lazy todo proper code, its to boring and takes to long, modding code is easy
Escorts are my favorite. I like the idea of having to steamroll into enemy territory. The real fun though, I think, is having mixed objectives.