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What's your favorite ID map and why?
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What's your favorite ID map and why?
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eXmX (post number on reply)
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scar3crow
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PostPosted: Wed Jun 13, 2007 9:23 pm    Post subject: Reply with quote

q1edge was a Quake map, for the arcade version. The arcade was scrapped, it got moved to Q2, later Willits released it for Quake with some changes. About the only good thing he has done from what I understand.
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Dr. Shadowborg
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PostPosted: Thu Jun 14, 2007 3:25 am    Post subject: Reply with quote

Sajt wrote:

You use the sp maps to test mods?


I do when I want to test stuff for singleplayer. And that's a lot of the time. I actually never use the sp maps for deathmatch play.
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frag.machine



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PostPosted: Thu Jun 14, 2007 3:55 am    Post subject: Reply with quote

E1M1 and E1M3, mostly for ctf playing. They are so well balanced that sometimes I wondered if they were specially designed for that.
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Sajt



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PostPosted: Thu Jun 14, 2007 5:04 am    Post subject: Reply with quote

But I keep hearing that E1M2 is the ultimate CTF map... Smile
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Lardarse



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PostPosted: Thu Jun 14, 2007 5:56 am    Post subject: Reply with quote

Sajt: I think you mean TDM map. (In the early days, E1M2 and DM3 were the only major maps used for TDM).

For CTF, I think you mean E4M3...
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Teiman



Joined: 03 Jun 2007
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PostPosted: Thu Jun 14, 2007 11:29 am    Post subject: Reply with quote

Dr. Shadowborg wrote:
Teiman wrote:

Theres also a Quake2 map that I like. A dm one, with a circular area. You know the name. I play Quake2 like zero or minus zero, but that map is kool.


You mean "The Edge"? That one actually got a port to original quake I believe.


Yes. That map is very good for DM. Is a classic, and seems theres port of it to Q3.
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Dr. Shadowborg
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PostPosted: Thu Jun 14, 2007 4:15 pm    Post subject: Reply with quote

Teiman wrote:
Dr. Shadowborg wrote:
Teiman wrote:

Theres also a Quake2 map that I like. A dm one, with a circular area. You know the name. I play Quake2 like zero or minus zero, but that map is kool.


You mean "The Edge"? That one actually got a port to original quake I believe.


Yes. That map is very good for DM. Is a classic, and seems theres port of it to Q3.


I've not played it all that much. :/

We REALLY, REALLY NEED a new Frikbot Waypoint Depot. And people willing to make .way files for them.

/me glares at self to get him to start learning how to make good .way files for FBX.

Anybody care to suggest a list of high priority third party maps they really want to see have FBX waypoints badly?
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scar3crow
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PostPosted: Thu Jun 14, 2007 4:49 pm    Post subject: Reply with quote

Dr Shadowborg - You must be unaware of Monster's work, he has been waypointing all of the Dredd map pack for his FBX server (we 2v2ed some bots on a custom map there, pretty fun, with some more human behavior it could be great). He also did a decent job at waypointing all of the id1 maps as well. Don't you read the I3d frontpage? ; )
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leileilol



Joined: 15 Oct 2004
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PostPosted: Thu Jun 14, 2007 7:22 pm    Post subject: Reply with quote

i thought the id1 waypoints were terrible
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Dr. Shadowborg
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PostPosted: Thu Jun 14, 2007 9:01 pm    Post subject: Reply with quote

scar3crow wrote:
Dr Shadowborg - You must be unaware of Monster's work, he has been waypointing all of the Dredd map pack for his FBX server (we 2v2ed some bots on a custom map there, pretty fun, with some more human behavior it could be great). He also did a decent job at waypointing all of the id1 maps as well. Don't you read the I3d frontpage? ; )


I've heard about the id1 stuff that he did, but not the Dredd map pack. Incidentally, where might I find said .way files?

Even with that nice selection, we still need more .way files. There are lots 'n lots of very nice maps that almost demand some .way files for 'em, such as the aforementioned q1edge.
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scar3crow
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PostPosted: Fri Jun 15, 2007 3:03 pm    Post subject: Reply with quote

Quote:
i thought the id1 waypoints were terrible

I wouldn't say terrible, they just need to be refined and tested a little more. Its not like FBX waypoints are some static file you can't adjust after all. He is learning, and improving, and helped do a lot of the grunt work.

Quote:
I've heard about the id1 stuff that he did, but not the Dredd map pack. Incidentally, where might I find said .way files?

Regarding the id1 ways, I have those uploaded to the fbx page, but the site doesn't link to them (I wasn't going to take that liberty), only the news post does. However for some reason the News Archive is not listing 2007, merely 2006, so I will need to bother Randy about that when I get off work, also I can hop onto the ftp then and just locate that zip for you if you please.

Regarding the ways for the Dredd map pack, hes not done, and some of them do need work. I've only experienced them from connecting to his server and playing the bots on a few custom maps. I'm sure he would be happy to give them to you, just catch him on IRC (usually in #qc and #darkplaces).

Quote:
Even with that nice selection, we still need more .way files. There are lots 'n lots of very nice maps that almost demand some .way files for 'em, such as the aforementioned q1edge.

Oh definitely, there are plenty of great maps that are unsung, and could get even a little lilt with waypoints so its usable by mods using FBX, or Monster's server. I should hop around the Multiplayer Quake Archive some for good maps that aren't in said pack.

I have tried waypointing q1edge... ...that map will take some planning to get, particularly due to the limitation of only 4 connections per waypoint. When I tried it, the main arena was a tangled spiders web... Also the SNG/RA/megahealth room is tricky if you want them to be able to rj to the megahealth, or jump up the crates for an ambush, take the exit to the arena, get the health behind the other crates, jump the other crates to the ra, take the stairs up to the gl, go around the stairs to the sng, jump off the stairs to the sng, or any of those things to the teleporter. Theres a lot going on in that little room...
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Monster



Joined: 07 Jan 2006
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PostPosted: Sat Jun 16, 2007 7:50 pm    Post subject: Reply with quote

Yeah, I'll definitely go back over those ID1 waypoints... They are a lot harder than you think.. some parts are almost impossible. I never really did browse back over all of them or fix them all the way before I released. The first episode, I was just getting used to waypointing and the whole interface, there may just have been some careless errors in those. I'll get to those ASAP and improve them where I see the bots screwing up ... The dredd maps are coming good so far, only 10 or few more to go. This time around on the Dredd maps, I'll go back over those before I release them.

and Cheapalert, tell me why you thought they were terrible. Razz
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leileilol



Joined: 15 Oct 2004
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PostPosted: Sat Jun 16, 2007 10:48 pm    Post subject: Reply with quote

Getting stuck at some places like they don't have waypoints. e4m3 shows this alot and the bots hardly navigate through it
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Monster



Joined: 07 Jan 2006
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PostPosted: Sat Jun 16, 2007 11:20 pm    Post subject: Reply with quote

ah.. that shouldn't be too hard to fix , probably some wait for plat flags put it in the wrong place or just carelessness.
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Monster



Joined: 07 Jan 2006
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Location: North Carolina

PostPosted: Tue Jun 19, 2007 9:37 pm    Post subject: Reply with quote

I'm updating all of the ID1 waypoints now... There are some dumb errors in there, and most of them should work perfectly now. There are some things that happen that are simply unexplainable. (bots falling inside of lifts and getting crushed, etc) They don't happen all the time, so it shouldn't be too much of a problem Smile. So, in a couple of days, expect an updated version of them Very Happy
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