[Your daily q3 map][06][R2] Chickenteam - Rocky Rampage

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[Your daily q3 map][06][R2] Chickenteam - Rocky Rampage

Postby Strahlemann » Sun Jun 22, 2008 12:40 pm

UPDATE TO R2
changes:
-crylinks in the middle of the map have been changed to hagars.
-swapped mg-sg spawns
-no more garbage inside the pk3 ;)


Nr. 6:

A CTF map by the Chickenteam. The readme says: The Chickenteam is a group of Europe's best (q3) CTF players that worked hand in hand with our mappers to finally release a mappack by CTF players for CTF players.
So expect some good gameplay on this one :)

Author: Chickenteam
Title: Rocky Rampage
Download: >>HERE<< (R2)
Installation: Save the pk3 to your Nexuiz/data folder. Start Nexuiz and choose the map from the menu. Select the CTF gametype.

Image Image Image Image
Image Image Image Image

readme wrote: 12 January 2005
onegin@chickenteam.org
http://www.CHICKENTEAM.org
#chickenteam (QuakeNet)


Description
-----------

Chickenteam - CTF map for Quake 3 Arena.
The Chickenteam is a group of Europe's best CTF players
that worked hand in hand with our mappers to finally release
a mappack by CTF players for CTF players.

...

Mapper's credits and special thanks
-----------------------------------


###########################################
## CTCTF6 - Rocky Rampage - Agent Orange ##
###########################################


AUTHOR
------

Agent Orange

http://www.lvlmaker.co.uk


CREDITS
-------

Main texture set: Sock
Rocks: Kat
Ground: Berneyboy
Sky: Ydnar
Teleporter: stecki

Original layout scetches: Onegin
Rexx for hosting all my crappy maps over the years.
All those who gave feedback. Especialy onegin on layout & Sock on rocks.
Everyone on Q3W forums who found my fuckups :)


NOTES
-----

My last ever map for Q3. Honest. No, this time I mean it.

A little history...

The map's layout started as some sketches from onegin. I used those
to make the 1st alpha and then over the next 30 or so alphas new areas
were created and old ones refined or removed. Some of this came from me
and some from onegin. The resulting final layout still owes more to onegins
input than to my changes but there is still quite a bit of me in it too.
Naturaly all the actual brushwork is mine :D

BTW the rocks in the middle are all my fault and were added in the beta stages. Onegin didn't want them but
the rest of the layout was so open that something was needed to block visibility
between the bases or the fps would have been dire. Hence the rock tunnels. Sometimes a mapper has to stand firm!


ADDITIONAL THANKS TO
--------------------

The chickenteam members and betatesters for the best and most detailed feedback I ever got.
Mr.clean for the egyptian texture set
Sock for his skybox
Todd Gantzler for the great mapobjects
The people at the quake3worlds forum for their feedback

See the readme included in the pk3 for more infos
Last edited by Strahlemann on Mon Jun 23, 2008 1:32 am, edited 1 time in total.
bleach->aneurysm->straledm5->dieselpower->space-fun->o-fun->runningman->runningman1on1->aggressor(conversion)->soylent->bloodprison->bluesky->ruiner->reslimed->strength
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Postby Ronan » Sun Jun 22, 2008 2:07 pm

Indeed, nice layout. :)

maybe it need some correction for the following points :

- the line settemp_for_type all sv_q3acompat_machineshotgunswap 1 is missing in the .mapinfo. it permit to pick up a machinegun instead of a shotgun.

- I think there are to many crylink, 2x3 or 2x2. You could replace 1 in each base by a hagar for example.

- some Thumbs.db could be removed ;)
Code: Select all
     5120  06-21-08 23:47   textures/photor_ground/Thumbs.db
    10752  06-22-08 00:04   textures/tech1soc_floor/Thumbs.db
     6144  06-21-08 23:47   textures/tech1soc_mach/Thumbs.db
     6144  06-21-08 23:47   textures/tech1soc_mat/Thumbs.db
     7168  06-22-08 00:04   textures/tech1soc_sfx/Thumbs.db
     7168  06-21-08 23:47   textures/tech1soc_trim/Thumbs.db
     6656  06-21-08 23:47   textures/tech1soc_wall/Thumbs.db
Last edited by Ronan on Sun Jun 22, 2008 4:31 pm, edited 1 time in total.
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Postby torus » Sun Jun 22, 2008 2:20 pm

I've played this map many times already in Nexuiz, but I've always felt it should be scaled up a bit. Have you scaled this one? Also there were some problems with clipping on the rocky areas- you could get stopped abruptly by the floor. I haven't tested this one out, but have these been fixed?
Image
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Postby Strahlemann » Sun Jun 22, 2008 3:09 pm

Ronan: good points. stupid me forgot about the weapon swap. and about the thumbs... :oops:

@torus: the map has been scaled up by 1.3. The clipping issues are still there in some places... get enough speed and jump over them (okay, that's not really a solution but i don't like to decompile maps).

Also does anyone have an idea on how to get the mapobjects lit correctly ? (They're way too dark now)
bleach->aneurysm->straledm5->dieselpower->space-fun->o-fun->runningman->runningman1on1->aggressor(conversion)->soylent->bloodprison->bluesky->ruiner->reslimed->strength
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Postby [-z-] » Sun Jun 22, 2008 3:23 pm

This map is very well designed. You can tell it was created by people that know the intricacies of the game. It has a constant flow that allows your to keep your momentum through varies routes. The scenery is interesting and detailed. The item layout is wonderful. This is truly one of those maps where I can sit back and "watch" myself play.

Mappers take note.
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Postby Strahlemann » Mon Jun 23, 2008 1:34 am

UPDATE TO R2

I just fixed the points Ronan mentioned.

Get the 2nd release >>HERE<<
bleach->aneurysm->straledm5->dieselpower->space-fun->o-fun->runningman->runningman1on1->aggressor(conversion)->soylent->bloodprison->bluesky->ruiner->reslimed->strength
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Postby GreEn`mArine » Tue Jun 24, 2008 5:10 pm

this map really looks awesome. It would be a wonderful candidate for 5v5 CTF. I guess it would be too big for 3v3 CTF. I'll probably put that map on .de GreEns CTF server when I get time to do it. The server would allow 6v6 max which could still be playable.
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[kojn] she took it the dirty way
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