ET Meets Quake 3 Arena, It Says "Hello", Q3A Says


(Java.Lang) #1

Most bizarre forum topic evar!
Nope, actually I just released my map GreyHour which is a port of the old q3ctf3 CTF map from Q3A.

The Lang DevTeam is attempting to bring the old CTF gameplay into ET, to freshen things up a bit. This is definitely a competitively minded map, so keep the heavy weapons limited!

Please give it a go, screenies posted once I get home from work.

Download the (very-small 3.3mb) map here: lp2_ctf.pk3


(MadMaximus) #2

i say PANZERS!!! and MORE PANZERS!!! can never have enough! :twak:
was a fun time playing it yesterday. =)


(Java.Lang) #3

Yep a special thanks to of course Shuster-Elite Modeller of the Canadian Territory. And Topsun (sp) in whom we ripped the flag models off of (temporarily).
Why dontcha do something constructive and post some screenies?


(MadMaximus) #4

aight… but some of these, if not most are all early pics…

should post some of the flag area’s…


(Java.Lang) #5

Here are some more of the actual first playable version…


(MadMaximus) #6

oh baby check dat flaming score board…
oh wait… i made that =P


(Loffy) #7

Cool map-images! Will try your new ctf map later!
// Loffy

EDIT: Woa, really nice pice of work! THIS is what a real ctf map should be like. I tested the map full time, all flags captured and stuff like that - and all scripting and such seems to work. Excellent map!


(Azarael) #8

Great work on the conversion, I played that map last night and I had a blast.


(BlackDeath) #9

played the map on needlefeast and the server clients agreed (the server was full at the time, giving a sense of how it plays with a decent amount of people…) that it would be better with the spawn time increased beyond 10 seconds. It was a bit of a bloodbath/deathmatch instead of actually capturing and returning the flag (if the flag was captured, the carrier would usually be mown down before he could get very far because of the newly spawned advesaries.)

My two cents for the day :slight_smile:


(Loffy) #10

Yeah, and you’ve probably already thought about adding a speaker, that says “Game draw!” - to be played whenever it’s a tie. Like on my “loffys_ctf_prefab2”.
And how about random spawn-points? (Don’t know how to design it though.) That would increase the fun - perhaps?
// Loffy


(Java.Lang) #11

The spawntime will assuredly be raised to around 15 seconds.

The spawn points are the same as in Q3A, all around the base.

A tie announcement is an idea, but isn’t necessary.


(Loffy) #12

yes, but will the spawnpoints vary randomly, in a 1x1 game? Don’t think so. Do they in Quake? Have no idea :slight_smile:
Then, if you want that or not, in the final version, is another question.
The tie announcer is really good. Especially since you have such great sounds and sound effects in the map in general, I mean. E.g., when a flag i stolen, we hear flag flapping and a cool quakesound da-da-da-da-da (Don’t know how to type it ) The tie is so silent.
Any plans for changes yet? Guess you’re just resting atm. It must have taken hours and hours to make that map with all the detail.
// L.


(Java.Lang) #13

Well yes I do have plans for the next update.

This map was designed for our competitive U.S. server: NeedleFeast-East.
I wanted to bring something new to ET (although certainly not new outright)

I spent around 9 months developing Pitch Black for our NeedleFeast server, and suprisingly, it only took 2 weeks to port this one.

It’s a lot easier when you can decompile the original and get an idea size-wise and it takes all the guess work out of the raw wall-structure.
Add on top of that you only build half a map and then copy/flip and it gets done a lot faster.

I plan to again change the spawns to 15 seconds, and again, adding a tie sound certainly isn’t out of the question. I also want to add powerups randomly to the center of the map, and a few more powerups, like +50 health in key areas.


(DG) #14

is there any way to suitably force class restrictions in ET yet? I tried pestering etpro for a SMG-soldier only setting about the time Silly CTF was released, but dont think they were interested :frowning:

I ran a 2v2 server with sillyctf (and few similar maps), and although there was quite a lot of people getting into it and playing “properly”, 3/4 of the people who join dont have a clue and never listen even when it’s admin telling them with /rcon say “etc”. Guess it’s less of an issue with an indoor map, and heavyweaps can be disabled already, but i bet people would still go uber medic…

ps. on the random spawnpoints, dunno if this is possible (or even desirable) but might keep everyone happy if you finalise the map which ever way you want it, but have it so an etpro mapscript (or extra .pk3 file) can be used to have it set the other way.


(Spark) #15

Interesting. With classes and flags, don’t we basically have a Fortress game? I’m not a Fortress expert so excuse me if that’s extremely ignorant. :slight_smile: It just seemed to me that that’s basically what defines Team Fortress: Flags and Classes.

Some thoughts:
I’d prefer the spawnpoints to be at special spawn areas (with team doors) but no spawntime. This way you’d have a lot less waiting time (more fun) and capturing a flag would be less lotto, because you can’t do anything against a full loaded player spawning right ahead of you with respawn protection. That’s not an issue in Q3A because you spawn without armor and weapons.
Do the items make sense in a class based game? I can see why ammo and medi paks would be useful, but the ammo makes the Field Ops even more pointless and the +5 health paks don’t seem very valuable, considering that Medics are the only really useful class on the map anyway (besides heavy weapons). :slight_smile:

I wonder if there would be any demand in a custom modification for this? I don’t have a really good idea for it though (just wasted several hours running around the map while trying to come up with any). The possible kind of modifications I could see working would be:
a) A real deathmatch modification, players don’t spawn with anything and weapons, etc are spread around the map as items. I can’t see this working very well with realistic weapons though. It would also be kinda sad to get rid of classes.
b) Changing the classes to better suit this kind of gameplay. Maybe making the game a little faster, adding things to construct and destroy for engineers, making medics real support classes, have classes that are better suited for offense or defense, etc. I don’t have many ideas how to do this with the WW2 theme of ET though.
c) Like b but with completely new weapons and classes, putting the game into some fantasy environment and making it more like a traditional deathmatch shooter with classes. Sounds like a fun project to me, but isn’t that exactly what the guys from ET Fortress are doing?

Maybe I should take another look at Q3 Fortress (goes searching his Q3 CD).


(DG) #16

fixed-location spawns combined with no repawn timer means /kill is simply an on-demand teleport with added bonus of full health and OK ammo. That can sort of happen anyway but the timer means there’s only an oppertunity once every x seconds which makes it both less available and more of a risk. Zero respawn wait can be done but imo the spawn areas would have to be a significantly disadvantaged place to be - and since it’s probably bad for players to get owned too easily after spawning, I’d guess this means having the spawnpoints away from the action, which just means a delay getting there which = respawn delay.

fwiw I’d rather fixed location spawns (or at least them being fairly close together), I hate lotto spawning.

A fairly simple setting in ETPro should enable CTF to be well supported - simply a toggle restricting classes to soldier only, the heavyweaps can already be removed [edit: put a request in to ETPro]. To enhance it with more work (not necessary) maybe the toggle also sets health at 100 with max 125 (goes up with the level’s medpacks) or something. For team DM, I asked about this ages ago and I gather it would be reasonably straightforward to do, esp with whats already there with LMS, possibly some dm stuff leftover and then etpro’s headshot stuff. really it would have to be ETPro though, because it has so much else desirable and playing CTF or DM for a break and some praccy would be pointless when it has different networking and aiming. Else, might aswell just wait for ET Fortress, even if it does seem more Q3 style with diff guns etc.