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c0burn
Joined: 05 Nov 2004 Posts: 158 Location: Liverpool, England
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Posted: Wed Jan 06, 2010 7:26 pm Post subject: Recommend me some maps to use in my mod |
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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
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Posted: Wed Jan 06, 2010 7:43 pm Post subject: |
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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
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Posted: Thu Jan 07, 2010 12:38 am Post subject: |
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Look at func_ in the "maps with GPL sources available" thread. Using a map editor should be easier than making an ent file? _________________ ReMakeQuake
The Realm of Blog Magic |
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Baker

Joined: 14 Mar 2006 Posts: 1538
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negke
Joined: 16 Apr 2008 Posts: 56
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Posted: Thu Jan 07, 2010 10:37 am Post subject: |
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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
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Posted: Thu Jan 07, 2010 12:25 pm Post subject: |
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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
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Posted: Thu Jan 07, 2010 6:14 pm Post subject: |
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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
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Posted: Thu Jan 07, 2010 7:27 pm Post subject: |
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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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