played so far and tends to inherit its fast-paced, action-packed traits more from aerowalk and cpm1a than from Lost Fleet or Galang. Not only that, but it now comes in a sexy blue color theme for your dueling pleasure!
regarding his most known works: \"Galang\" has problems with spawn-raping and \"Monsoon\" crashes servers in \"Tourney\" mode. That is why I focused on those maps, but \"Ruiner\" also needed some fixes. And there is this fourth map, \"A Man Called Sun\", remix of his level for CPMA, which he made only for fun, but it turned out to be a very good competitive level for Quake 4. The maps have proper addon.conf files and are ready to work with \"Quake 4\" auto-dowload system. The maps (except \"A Man Called Sun\" which was only known as beta before) do not overwrite their previous versions. File name convention for new versions is as follows: l4dmX_1, where X is a number of map.
base to the two 2nd level bases have been thickened and now have glass. 8 players is recomended but 16 supported. Gametypes: deathmatch, team deathmatch, & tourney.
sure the mappers out there can do a lot better:) Space Ctf (CTF,DM) Tribute to a classic, made from scratch
TymoN - Tournament Facility by Geit - Sub Terra by Geit - Skystourney01 by Skystalker - Tight by shashank - Hell Hole by stormshadow - Mutha Bunka by THERAILMCCOY - Basin by z4c
possible. CXArena7 could be a nice DM Map.
Item placement have been changed alot. The map is very well tested and is exelent for one vs one, very balanced item placement. It feels a little different from the other quake4 maps and is very fun to play.
really balanced for 1-on-1, but it\'s playable.
most of the health powerups are located, which makes it a good location to try and lockdown. That’s easier said than done, however, because opponents can appear from any angle. The split-level atriums can be accessed via tunnels that lead out from bridges spanning the shaft at the center of the arena. They can also be accessed various other ways as well and because the arena is symmetrically shaped it can seem a little confusing at first. It starts to get pretty simple when you realize that almost all entry points are color-coded. The separate atriums are subtly colored in a green texture and lighting scheme and the other is pale orange, so it should be fairly easy for players to communicate their position to team mates. The orange wing is the larger and slightly more ‘tanked’ side of the map, although the green wing offers the fastest access to the red armor. All 3 main arenas of the map hold a significant tactical value. If you pay attention to the various ways to and from the arena and separate wings you will learn various ways to get around the map very quickly, despite it’s large size. Be warned however – treat those bloodstains in front of the teleportals as a warning about the possibility of being telefragged. Using the teleports to get from the lower decks back to the arena can be dangerous business, because they have a stop-over connection point in small tunnels in the center shaft, which will make you visible and rather vunerable for a couple of seconds from certain positions in and around the arena. So while portals can be used to get you escape or intercept enemies, they can also get you into trouble. He who lives by the sword, dies by the sword. Fortunately, there are numerous means of getting around, so it pays to mix it up. Weapons are spread fairly evenly throughout (possible a little liberally in this beta version). All weapons are featured, except for the BFG styled dark matter gun. There is also 3 powerups: megahealth, quad and haste. I’m unsure if the latter two will remain in the final version.
soldiers in the battlefield.
everything on site pretty much!), it\'s been a long four months of development.
1xMH, 5xShards, 5xBonus health