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| Showcase Your Work Use this forum to show off your work-in-progress and finished Enemy Territory: QUAKE Wars maps, mods, and other work. |
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#1 |
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Artist
Join Date: May 2007
Location: London, UK
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Hello!
Long time since I've posted much around here ... some people were talking about custom maps on IRC a couple of weeks ago so I decided to try and pull together a "first playable" of something I've had lying around for a while. This is "Teamjungle", a single-objective document grab/delivery map. Strogg are attacking, GDF defend the documents. The layout is based around an original Action Quake 2 map called "teamjungle" by timm from nearly 10 years ago! I always loved that map and wanted to try and recreate it in ETQW as an objective mission rather than the original team deathmatch. It's quite small for ETQW standards, I'd estimate 4v4 will be the best player count for this, although I haven't tested for team sizes at all. For all I know it plays like complete rubbish! ![]() Known issues:
Overview screenshot: ![]() Objective "grab" point: ![]() Objective "deliver" point: ![]() More screenshots here: http://www.greveson.co.uk/teamjungle/shot00034.jpg http://www.greveson.co.uk/teamjungle/shot00035.jpg http://www.greveson.co.uk/teamjungle/shot00036.jpg http://www.greveson.co.uk/teamjungle/shot00037.jpg http://www.greveson.co.uk/teamjungle/shot00038.jpg http://www.greveson.co.uk/teamjungle/shot00039.jpg http://www.greveson.co.uk/teamjungle/shot00040.jpg http://www.greveson.co.uk/teamjungle/shot00041.jpg http://www.greveson.co.uk/teamjungle/shot00042.jpg http://www.greveson.co.uk/teamjungle/shot00043.jpg http://www.greveson.co.uk/teamjungle/shot00044.jpg http://www.greveson.co.uk/teamjungle/shot00045.jpg http://www.greveson.co.uk/teamjungle/shot00046.jpg http://www.greveson.co.uk/teamjungle/shot00047.jpg Download link (20mb): http://www.greveson.co.uk/teamjungle...mjungle_b1.pk4 The megatexture is included in this PK4, if you want to install it manually then you will need to extract "teamjungle_lit.dat" from the "megatextures" folder in the PK4 and put it in the "base/megatextures" folder, renamed to "teamjungle_lit.mega". It's included in this fashion so that ETQWPro, QWTA and similar mods can auto-download and extract it. You should only need to manually extract it if you're trying it on vanilla base ETQW. I'd love it if Scrupus or someone with access to a good server would be able to organise some sort of playtest, we'd only need 6-10 people. I should be available all day today, just PM me here, reply to this thread, or come to #etqwmods on QuakeNet IRC! Disclaimer: This is a 100% personal project, it is not an official map, and is not affiliated with Splash Damage in any way. Last edited by MoP : 09-27-2009 at 10:39 PM. |
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#2 |
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Master Chief
![]() Join Date: Jun 2008
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Thanks for the map, TAW will run some tests and post some demos for you by this Thursday.
For those who want to play on this map we will also be hosting it on TAW's public custom map server, which is also pro ranked. Here is the IP: 70.32.38.218:27734
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Interested in joining a clan that plays huge organized matches on custom maps several times a week? Check out www.taw.net and join our Quake Wars division. Last edited by TAW_Feanor : 09-27-2009 at 03:33 PM. |
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#3 |
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Artist
Join Date: May 2007
Location: London, UK
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Awesome, thanks.
Hopefully you guys will enjoy it, or if not, be able to point out why it sucks and where it could be improved ![]() |
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#4 |
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Lieutenant Major
![]() Join Date: Oct 2007
Location: Norway
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Wow, what a great surprise - both to see you again, and even releasing a new map!!!
![]() I'll install it asap, and let you know when it's up - should be ready for playtest for todays nirvana, yay! (we'll also test another new map today, so that's 2 brand new maps in one week - is is xmas already?? ![]()
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Having a hard time killing lately? Do like millions of other stroggs, just like you - join
Sunday Night Custom Map Nirvana |
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#5 |
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Lieutenant Major
![]() Join Date: Oct 2007
Location: Norway
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Server is loaded with the new map, I'll just take a quick dinner and then ready for playtest
![]() Also created a stopwatch rotation with the most recent/active map projects: abusir, teamjungle, consite, and viomine
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Having a hard time killing lately? Do like millions of other stroggs, just like you - join
Sunday Night Custom Map Nirvana Last edited by Scrupus : 09-27-2009 at 06:08 PM. Reason: Removed invalid problem report ;) |
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#6 |
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Artist
Join Date: May 2007
Location: London, UK
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Weird, I don't think those can be from teamjungle, it barely has any mapobject models at all. It's basically a big terrain model with a plane model, a bit of brushwork and some tree models.
I definitely don't have any "hanging industrial lights" or "server01" models in the map! Those warnings could be coming from somewhere else. Usually it'd be from a custom map with lots of mapobjects in which aren't used as dynamic collision in retail ETQW - so while the model files are in the SDK, if the collision is not compiled into the world (using "mergecm" "1" key on the model static entities), then they'll try to use dynamic collision from the LWO file itself. Looks like someone will need to either make collision inline from some objects, or add those LWO files from the SDK to their map's PK4. |
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#7 |
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Lieutenant Major
![]() Join Date: Oct 2007
Location: Norway
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MoP, you're right - it's from abusir, not teamjungle
![]() Sorry for the confusion, I was a bit to quick when reading those logs ![]() Took a quick look at jungle before dinner, wonderful terrain and megatexture! ![]() Going online for some playtesting now!
__________________
Having a hard time killing lately? Do like millions of other stroggs, just like you - join
Sunday Night Custom Map Nirvana |
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#8 |
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Artist
Join Date: May 2007
Location: London, UK
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Important! I have just released an updated download which fixes the broken playzone mask, allowing people to heal and deploy stuff properly again. Thanks to Chris for pointing this out.
Please download this new pack: http://www.greveson.co.uk/teamjungle...mjungle_b1.pk4 Last edited by MoP : 09-27-2009 at 08:20 PM. |
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#9 |
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Commander General
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Woot, where's Quakejoe???
![]() New maps from SplashDamage! |
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#10 |
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Artist
Join Date: May 2007
Location: London, UK
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OK, after testing with 2v2, 3v3 and finally 4v4 players on the Sunday Night Custom Map Nirvana server (thanks Scrupus), I have decided it's off to a pretty good start.
I had fun, and most of the movement was pretty good. I think all but one round finished with Strogg winning in just under 10 minutes, so I think 10 minutes will be a good overall map time limit to set. Here are the main issues I know about and will fix along with miscellaneous small improvements here and there.
If anyone else came across issues that I might have missed here, please reply detailing what you think is wrong and how it could be fixed, and if you could provide screenshots of trouble areas if necessary, that'd be great. Cheers! ![]() |
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#11 |
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Commander
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Had a good romp on this tonight. The terrain is of course excellent
I did notice a couple of things:The objective text is the wrong way round in the limbo menu. Should really stop gdf putting tripmines on the obj by moving it away from the edge of the boxes (though it is fun watching people run round with lasers coming out of their heads )Other than that it was great fun to play for a 1st version - nice 1 ![]() |
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#12 |
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Lieutenant Commander
![]() Join Date: May 2007
Location: deep, deep in the lancashire ghetto
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I enjoyed it.
I was able to land on the outside high terrain when spawning as gdf and got an unfair advantage. The gdf spawn might do wth bringing back a touch. Not decided wether deployables are good or not for this. Can we have a ridiculus siren for when the docs are taken, just for comedy effect. ![]() |
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#13 |
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Group Commander
![]() Join Date: Oct 2007
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Played it right now with TAW members, 2x2. Was a lot fun.
- Hard to move near the plane, you need to take care or you get stuck and die, may be if we had some more liberty to move there ![]() - transmition time is nice ![]() - We played two round, first strogg won with more than 10 minutes, second strogg won with less than 10 minutes. Congratulations! I think i have played this map in Action Quake for Quake 2! License for a image, 45 Kbytes. ![]()
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#14 |
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Lieutenant Major
![]() Join Date: Oct 2007
Location: Norway
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Yeah fun map, and I really love the terrain - felt like a child again jumping around on those small hills/cliffs and in the green vegetation
![]() About spawn and transmit, I wonder - how about moving the strogg spawn slightly up and away from transmit, so gdf have a chance of running down to transmit on the other side and try to defend it? See thumb1 for a possible place for strogg spawn - it's not far away but could make it even more intense, if it's balanced carefully with spawntimes. The empty "hole" in the terrain where the river goes, could maybe be fixed with a nice waterfall. I like the sound atmosphere, but wonder if a couple of bird tweets is looping too often? Sounds like some of them miss a short delay. Would also be cool with even more jungle sounds, spread more over time. And maybe some more trees, so it looks more like a jungle - performance was good on my comp, so should be room for a few more. Well that's nitpicking, I didn't really experience any other bugs except those already mentioned - great work! About deployspots, I think they are ok - should maybe even be one more so they have 3 each (unless I missed one).
__________________
Having a hard time killing lately? Do like millions of other stroggs, just like you - join
Sunday Night Custom Map Nirvana |
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#15 |
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Lieutenant Commander
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MoP, I just want to say Thanks a lot man, this is great for a winding down community.
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Stats - QuakeCenter Argentina Community developed map: Construction Site! Thread - Web Repository - Google Code Project |
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#16 |
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Staff Sergeant
![]() Join Date: Jan 2008
Location: europe
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@seba: the community is alive. we just got rid of the suckers.
thanks for the map. we will test it this week.
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http://www.lulu-wg.net http://forum.lulu-wg.net !!! Every Night is Custom Night !!!
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#17 |
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Group Commander
![]() Join Date: Sep 2007
Location: Germany
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A MoP map... wow!
Testing now!
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Amazing things will happen here soon... |
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#18 |
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Master Chief
![]() Join Date: May 2007
Location: Umeå, Sweden
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Thx Mop for map and Scrupus for the nice playtesting-time yesterday. First I thought "this map is surely too small" but it wasn't. The timelimit (10 min) and the fast paced game will lead to some intense fragging on this cool jungle arena.
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#19 |
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Lieutenant General
![]() Join Date: May 2007
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hmm, now two more small maps should go along with it to make a SOUTH AMERICAN CAMPAIGN. After that, Quakejoe would be so pleased that he won't bug us anymore about official maps.
Technically this isn't official, but let's say it is to make Quakejoe think it is. He wants official maps and not ranked maps right? Just slap the word official in 2 more custom maps with a jungle theme, or a south american theme, then quakejoe would be proud. |
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#20 |
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Artist
Join Date: May 2007
Location: London, UK
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[TFA]Violator: Cheers mate, nice to see you playing
![]() I'll check out the objective text (and get rid of the cockney overlay...), good point about the mines too, I hadn't even considered that when placing stuff. Should have known since it happens to the Databrain all the time on Outskirts, oh well ![]() []v[]: Cool, good point about the higher terrain and GDF spawn. I was thinking I might even make it a "ground spawn" rather than parachutes since parachuting means you get to cover a large area of the map too easily by floating down. I am still not sure about deployables too. I think the map may be too small for them, although they do add an interesting touch especially when limited to just 2 deploy spots - you have to choose what combination of things to deploy! Artillery seems like it might be overpowered but then you can always airstrike / violator anyway so I dunno if removing the deploy spots would help that aspect. Donnovan: Thanks, glad you like it so far! And yep, that's the original AQ2 map by "timm" that this version is inspired by. I want to try and retain as many of the trickjumps as possible that made the original so fun. Good point about the terrain behind the plane, I noticed it myself too, and will fix it. Scrupus: Good catch on the sound, it's only been placed in the Strogg half of the map so far and was more of a test than anything. I definitely need to space it out better and make stuff less repetitive. I already planned to put a waterfall in, but it's going by that high jump above the pool, the river flowing out the other way is going to be blocked by overgrown vegetation and fallen trees and stuff. Two waterfalls might be too much ![]() I will also definitely add more trees and foliage as long as they don't get in the way of movement. I loved a lot of reference pictures I found with really dense jungle, but I don't think I'll be able to make that look right and still have good freedom to run and jump everything. We'll see how it goes. SebaSOFT: Thanks, it certainly got me playing and enjoying the game again, the Custom Map Nirvana on Sunday night was a lot of fun! ![]() MoonTanMan, hozz, Loffy: Thanks, hopefully I can improve it soon and get a new beta release out after adding more stuff and balancing it better. signofzeta: If I manage to finish this map well enough, then I was considering making another one in a similar style and trying to tie it in with the setting here to make a mini-campaign. A set of single-objective maps, might work quite well I think. Plus the small scale makes it easier for me to finish them ![]() Cheers guys! |
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#21 |
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Brigadier General
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I will reinstall to play this only if you are on the server at the same time, MoP.
We both know what happens... |
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#22 |
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Artist
Join Date: May 2007
Location: London, UK
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Hahaha! Well, whenever there's a playtest next, I'll let you know
![]() Guns are not allowed. Only airstrike markers... |
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#23 |
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Gunnery Sergeant
![]() Join Date: Apr 2009
Location: France
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#24 |
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1st Lieutenant
![]() Join Date: Oct 2007
Location: Protect the Stroggifier!!
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Two words: love it!
Perhaps a fast (like 3 sec) transmit on strogg end?
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lakersforce: Owned!....eeerhm....I'm a medic! |
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#25 |
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Lieutenant General
![]() Join Date: May 2007
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Is it even possible to do a dual objective map? Such as how the Strogg have a busted signaling tower where they have to repair then hack it to send a signal to the strogg ship, but the GDF can destroy it. The GDF have to construct a emp tower, that can be destroyed by plasma charges, but once hacked by GDF to activate it, it jams the signaling tower and thus preventing the strogg from contacting the fleet?
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