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Recommend me some maps to use in my mod

 
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c0burn



Joined: 05 Nov 2004
Posts: 158
Location: Liverpool, England

PostPosted: Wed Jan 06, 2010 7:26 pm    Post subject: Recommend me some maps to use in my mod Reply with quote

Ok, I don't want to go into too much detail, but I'm making a mod which is kinda-L4D coop gameplay inspired, except set in the Quake universe.

I need some suggestions for SP maps I can use for the various "missions". Basically I would just create an .ent file to tweak anything needed for the mod.

I guess the criteria would be:

- Big!
- Linear as possible, so players can "move" through stages to get to the end
- Not overtly focuesd on keyfinding/traps

Any suggestions would be welcomed! Thanks guys.
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Baker



Joined: 14 Mar 2006
Posts: 1538

PostPosted: Wed Jan 06, 2010 7:43 pm    Post subject: Reply with quote

Zop made a big large Clan Arena map that was difficult to navigate and too big for multiplayer, but would be perfect for a zombies mod I think.

The map was tough to navigate in some ways, had railroad tracks, an abandoned base with a large partially flooded area. And some of the map was covered with snow.

It was a great map. Except it really was far too large by any reasonable stretch of the imagination to use in single player.

I don't know the name of the map offhand, but I made a thread asking for it:

http://quakeone.com/forums/quake-talk/quake-central/5089-zops-railroady-ca-map-named-what.html

Since this railroad and base map was a deathmatch map, there are no keys or any other natural obstacles except that does have "bottlenecks" that a couple of zombies here and there could clog up or you could but a crate there or whatever your plans are.

Zop has made a few high quality maps, like dm3again:

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goldenboy



Joined: 05 Sep 2008
Posts: 310
Location: Kiel

PostPosted: Thu Jan 07, 2010 12:38 am    Post subject: Reply with quote

Look at func_ in the "maps with GPL sources available" thread. Using a map editor should be easier than making an ent file?
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Baker



Joined: 14 Mar 2006
Posts: 1538

PostPosted: Thu Jan 07, 2010 10:14 am    Post subject: Reply with quote

There it is:

http://maps.qw-dev.net/aucons.bsp
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negke



Joined: 16 Apr 2008
Posts: 56

PostPosted: Thu Jan 07, 2010 10:37 am    Post subject: Reply with quote

Big AND linear? Hmm...
If you added a set of dynamic bsp entities to the mod, it'd probably more easily allow the use of a larger variety of maps as you could block off corridors/areas and insert stairs/lifts in order to create different paths that are more suited to your needs.

As for concrete suggestions, Red666 maybe. It's probably not a bad idea to check the Quaddicted listing for all Nice and Excellent maps that are mentioned being large on the description page.
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c0burn



Joined: 05 Nov 2004
Posts: 158
Location: Liverpool, England

PostPosted: Thu Jan 07, 2010 12:25 pm    Post subject: Reply with quote

Thanks for the suggestions so far.

The dynamic BSP stuff is a great idea and was already something I was considernig for some of the id maps.
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c0burn



Joined: 05 Nov 2004
Posts: 158
Location: Liverpool, England

PostPosted: Thu Jan 07, 2010 6:14 pm    Post subject: Reply with quote

negke wrote:

As for concrete suggestions, Red666 maybe.


Got a link to this, please?
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negke



Joined: 16 Apr 2008
Posts: 56

PostPosted: Thu Jan 07, 2010 7:27 pm    Post subject: Reply with quote

It's called Red777 actually. My bad. Also, it requires Quoth, but since you're going to make .ent files, this shouldn't be a problem.

edit: Glassman's Day of the Lords, too.
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