This is nothing major, but I have placed a copy of a Quake 3 map up for download. It's
based on the map "Deathmatch Arena" that I did some two years ago for Quake 2. I've renamed it to Blood Arena and
revamped all the architecture thanks to Quake 3 handling higher poly counts than Quake 2. I've beefed up the weapons
and the health to accomodate 2 on 2 for Team Play or Tournament. It seems to work very well with the bots and can be
very fast. Download it now!
Yes I still exist! Fort Night will be out THIS WEEK! I also pulled
some old dated maps from the site, but if you search Fileplanet
hard enough you will find several others, even ones I never posted here :-)
I also reenabled the counter at the bottom, I broke it cleaning up the HTML code a month or so ago, I was
very shocked to see how many hits this site had gotten in that amount of time! Thanks guys!
Fort Night's Destruction is complete.
I am waiting for a response from Info_Beta in regards to when it will
be tested...hopefully very soon. Since Quake 3 came out (and the tools)
I will be strictly editing in Quake 3, expect a LOT of material from
me on this engine as it is truly fantastic!
Fort Night's Destruction is coming, but due to
some family problems, I had to put it off for a short time. I have made some major changes
so not releasing it may have been a good thing. Keepyour eyes peeled at the
Info_Beta as I will be releasing it VERY soon.
I was trying real hard to get this map out tonight
on aprivate beta, but unfortunately due to a strange bug causing it to crash in
software mode as well as the water to do some REALLY funky things, it looks like
it may be a day or two more before it is released. I've decided to add a couple
of other things to the map to help keep the "flow" right by keeping people from
being able to camp the flag in the spawn room. I wanted this especially as I am
focusing this map on tournement style playability. To make this fair, I won't
be allowing the flagcarrier access to any health, but they will have armor and
ammo available to them and since the medic can heal, this will instill more proper
use of the medic other than just to annoy the hell outta people with his tropical
disease. In the meantime, go check out my only Half-Life map "Myst" which you can
find on my downloads page, it was something I should've spent more time on,
especially the lighting, but I was rushed into completion of it at the last
minute, but I still think that it is aVERY fun deathmatch map to do a FFA with
about 6-8 people :-) Keep your eyes posted here for the next day or two, it will
be ready for the first public beta here real soon.
The latest info on "Fort Night's Destruction"
as it is now called is that I will have it ready for beta within a few days.
I have been having some problems with various entities which have now
been cleared up and all that's left to do is some minor texture alignment
and other texture problems along with adding the flags. Now I'm going to
go ahead and give you the low down on how this map will work, I have a
screenshot, but itwon't be availble for a few hours from this post due
to problems uploading the image. Here's the link, it's an old out-of-date
picture, but it is a good idea of the basic outdoor fort area, there so
much more to it :-)
"Fort Night's Destruction"
This map was designed with tourney play on the internet in mind. I have
built in many features that will provide for an equal start as well as
a unique and interesting form ofgameplay. There are 3 major goals to this map.
You must complete one goal before being able to move to the second and so on.
1. You must infiltrate the enemy base and using a detpack, blow open the
security center which is a section of glass with computers behind it.
This prevents people from running the flag right at server start...hehe
2. After this, you must then destroy the security computers which will
cause the basement/flag room doors to raise...there are four of them and
they will open very slowly.
3. Now you have access to the flag rooms!!! You scouts can run that flag
to your hearts content, just beware of the snipers :-)
There is one other thing here, the game will not officially start until 15
seconds after the map spawns, this will prevent LPB's with superfast comp's
from getting into the game and getting a "leg up" on us poor lagger's :-)
This map is truly very detailed and has some other benifits such as you
won't get hung onarchitecture when you're running backwards and hit a wall
light jutting out from the wall and most corners are rounded off so that
you will slingshot if you are running parallel to a wall and hit a corner...
you'll see :-P I will be posting a link to the beta download within a few
days for anyone who is as excited as I am about seeing and playing this map
Good Morning! Well,
morning for me anyway :-) I'm sorry to announce that
I have dropped the second Quake 2 DM, but Q2BMDM7 will
be out shortly but has been put off to release a TFC
map called "Fort Night". This map, if I do say so
myself, isGORGEOUS and is getting better all the time.
It's big, about 16-24 players minimum. Right now it has
over 8500 brushes and will probably max out the entity
count for Half-Life games. If you are interested in
beta testing this map, I will be posting it on
DOE. If you've
never been to this site, I strongly recommend checking it
out as there are some very cool things happening there!
Well, I have narrowed
down my two choices to complete my Quake 2 pak's with.
One is called "Iron Fort", and no that's not
original :-) The map is fairly large, afew dark corners
and traps as well. The second is the one I've been
working on for quite a while, "Breaking Down The
Barriers" and it is still in production, I've
decided to add some original textures to this map, I will
be posting new screenies of these two maps in the next