In BF2 they didnt make one map pack for the game unless u bought a mod,
only maps they did make were jalalabad and wake island remake.
I dont mind payin for good maps, but not once in nearly 2 yrs shows
how much they care abt the community…
In BF2 they didnt make one map pack for the game unless u bought a mod,
only maps they did make were jalalabad and wake island remake.
I dont mind payin for good maps, but not once in nearly 2 yrs shows
how much they care abt the community…
Thats what we have a good community of map makers for…
In my opinion SD should save their time for their next project…Enemy Territory: Tapir Wars!
I am guessing now:
a) The 10-12 maps that will come with ETQW will be dynamite,
b) They (SD) will eventually release a patch and some addtional maps (equally dynamitishly good), for free
c) We, the community, will create and release a lot of awesome maps of all sizes and shapes.
//L.
was is SD who made the Game of the Year maps for RTCW ?
I remember the day mp_tram got released every server on the list was playing it - aah that was a crackin’ map
They first made the rtcw map Marketgarden (I thought 12 Mb was BIG for one map) and then there was the GOTY map pack: mp_chateau, mp_dam, mp_keep, mp_ice, mp_rocket and mp_tram.
It is kind of, what is the english word… prescribed? Presciscribed? Prescibberated? (When time has gone and you cannot be convicted for the crime anymore.)
//L.
Rocket, Dam, and Tram were made by us.
The other three were made by Nerve Software, I think.
I may be out the loop here, but isn’t it still unconfirmed exactly how big maps are going to be for ETQW due to megatexturing?
That’s what worries me - the size of the maps. I don’t remember the exact size offhand, but I think the figure mentioned was 500 megs for an average compressed megatexture (please correct me if I’m wrong). Our server is running 8 or so custom maps right now that amount to probably around 50-60 megs that download in mere minutes. If a single map has the potential to be > 500 megs each, it’s going to be hard for people to get their maps out and played (IMO), though it is yet, of course, to be seen, and I hope that’s not the case.
I think the size is worth the result though, and I can’t wait to see some of the stuff this talented community comes up with ;]
yes, it’s around 500mb compressed for a full-scale megatexture.
one thing people forget is that not all maps need a megatexture. you can create maps without it.
but as requirements and resolution on today’s game increases, it’s not surprising to see figures like that. it’s not mt/sd/et:qw’s fault… it’s the way it is. you say et maps are around 7megs and download in mere minutes; well, i say the custom qw/q1 maps i have are around 500kb and would download in a mere seconds today. so this is bound to happen.
It has also been said that the megatexture can be compressed a lot harder too. I guess when the game comes out some form of size/quality balance will be agreed upon for custom maps to keep the size down.
One thing I’m surprised more people don’t comment on is just how good the terrain texture looks in Quake Wars. Although the megatexture is large, the detail and variety in the texture is really impressive… especially compared to ‘tiled’ terrain in games.
Back on topic; Twelve maps is quite a big number considering the complexity of Quake Wars. I wouldn’t mind seeing a few SD released maps after that, but I’d rather see another 10 maps at once in a retail expansion. I just hope they don’t try the BF2 style of releasing mini expansions online that relegate those maps to obscurity since few people have them.
Any MP expansion is doomed if it has no truly fresh content. And retail map packs aren’t really the way to go, given that a lot of customs will probably make it out onto the Internet.
retail mp expansions are just a way to slice the community in half while making a little money.
SD are my son, do not underestimate the power of Wils and his mane of flames.
One thing I’m surprised more people don’t comment on is just how good the terrain texture looks in Quake Wars. Although the megatexture is large, the detail and variety in the texture is really impressive… especially compared to ‘tiled’ terrain in games.
Agreed. The size may hurt distribution but the result, IMO, is completely worth it. The screenshots tell a lot but I can’t wait to see the full effect of this technology in-game.
And now for something completely different…
I recently (last year or so) started mapping for RTCW:ET to gain some experience before the new ET:QW arrives.
I hear there will be map (level) tools for ET:QW and that they will be Windows ONLY.
I will restrain myself from begging for a Linux version and just ask these questions:
How will this new mapping software compare to Radiant?
Will any of my Radiant skills (don’t laugh) translate easily to the new program or will it be a new experience?
Thanks for any info.
i used to map ALOT for counter-strike, so naturally i’ve been keeping up to date on what the mapping program is like.
basically…it looks amazingly simple. as long as you know how to make triangular terrain, i think you’ll be in good shape.
i think the hardest part is going to be transitioning from a system where you have large restraints on what you can map, to an engine where you can pretty much do anything you want. large outdoor mapping is going to be a new experience for most of us.
my favorite part is that you don’t have to create your own mega texture. make the terrain, click a button, and it automatically generates one for you