refined version with less ammo and items makes a good addition to your Quake 4 map collection.
better suit Quake.
automatically generated. There was no custom tweaking or scripting done.
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!
environment in Railed produces fast paced frenetic tournament action. This new map is all about close-quarters combat and hair-trigger reflexes as players hustle through the winding, multi-tiered corridors. Designed particularly for tournament play, Railed also supports Deathmatch and Team Deathmatch game modes, and is guaranteed to provide some thrilling fast-action gameplay. Tremors – Built within a twisting underground cavern and peppered throughout with pipes, bridges, and catwalks, Tremors demands tactical expertise. Enemies attack from above and below in the enormous, multi-tiered environment, making team-play invaluable. Tremors is perfect for huge Capture-The-Flag games, and also supports the Arena Capture-The-Flag gameplay mode. Campgrounds Redux – With QUAKE 4’s updated technology, Campgrounds Redux now has a fresh look and feel, revitalizing this QUAKE III classic. Excellent for any number of players, this updated version supports Deathmatch, Team Deathmatch and Tournament modes, where hard-core QUAKE fans can get crazy with this throw-back to one of their old favorites.
pack changes and some extra health in TDM mode for 2v2. Also, the edge has various fixes including removal of the ability to get the upper RL from the ledge below it, a fix for the weird clipping issue near the rail, and a tweak of the the geometry on the roof near the mega-health. This is a replacement of the original pack.
release. That means that it is not final. The best feedback you can provide is an explanation of what you like and do not like about the map.
warned! You will be able to fall back, but only so far, HOLD THE LINE AS LONG AS POSSIBLE. Save Marines, they will keep you alive. ENJOY!!
powerups and weapons lying around so finding your favorite weapon should not be a problem. I do believe that some of the pilars are a little bit in the way and that they kind of slow down the fast gameplay this map can offer. Maybe it would have been a little bit better if some were left out. That being said, the overall map is awesome and I am sure we will see it on plenty of servers in due time. Give it a download.
This map, which is good for up to 6 players,is based on an old level that this developer had created for Quake 3 Arena many years ago. Take the high ground in The Quake 4 Arena for sniping positions and use the jumpads to move about the level quickly. The ability to keep moving is essential as there are no real places to hide, so you will want to employ the [i]duck-n-weave[/i] method of movement! Oh and watch your step! You don't want to get scorched by the lava flowing beneath you. Refer to the readme for additional information.
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.
effects but those white spaces between some faces)
in HL2, thus the name, Strombine. They have that nice sniper laser and when they can\'t see you, they even shoot random physics objects around you. Not only that, there are also some item crates that open up and give you some ammo.
there are many beginners mistakes in the map, please tell me if there\'s anything I can improve in future maps. In case people will like daedm1, I might put some more work into it and make it a full-blown 1on1 map.
exciting battles all around the map. I have included several \'trick\' jumps to bring another level of gameplay and to provide useful but difficult shortcuts around the map.
Yard [TMP] Fragging Yard 1v1 [TMP] Sandstorm [TMP] The Lost Fleet [TMP] Bloodwork [TMP] The Rose [TMP] No Doctors [TMP] Over The Edge Map file names are the same as the originals but with the \"tmp\" suffix. Changes were intended to improve the suitability of the maps for competitive play. There are too many changes to list in detail, but general changes include: 1. New item locations 2. Light detail levels (for better performance when using r_lightDetail) 3. Some small geometry changes Changes since the first pack include the addition of Fragging Yard 1v1, The Lost Fleet, and No Doctors, as well as some bug fixes and aesthetic touch-ups on Over The Edge.
much more for me to say really until I install Quake 4 and try the map for myself ;)
very smooth and fast, great 1 on 1 action.
trick jumpers out there who like to make videos. This map boasts some intense fast paced space fraggin' action where you warp through portals to a center battleground to reach your opponents base. Coupled with a kick ass music track by Sonic Mayhem, this one should get your adrenaline pumping. I know it's the weekend, and you guys like to get some game time in right after work like we do, so fire up those servers and enjoy! If you plan on hosting the map on your server, [url="mailto:email@example.com"]drop me a line[/url] and I'll mirror up your server info.
on this cold planet.
r_lightDetailLevel value between 1 and 5 should give optimal performance. The most significant performance gain occurs between 3 and 4 on my machine. A value of 4 gives me a constant 60fps.
large freestyleroom - Basic Jumping - Xpert Jumping - very long Straferoom for 1v1 runs - Strafehall with 8 Strafelanes
fixed version 2 with much better frames.
instantly recognize the arena.
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.
down to them. For enter in some pipes, shot on top of them and destroy the entrance.
should be playable for most of you noobs...it\'s a bit dark but that can be fixed by tweaking r_lightdetaillevel and r_lightScale.
the engine works. It\'s not much, but it\'s not meant to be much. A few jumppads are included along with a lot of weapons for you to make some carnage. Check this out.
orange-ish color. Still providing the same fast action pace it gave all of us in Quake 3 this makes this file a must download.
for certain since I don\'t play Q3.
and we'll have to destroy the threat at its root.
the lovely frag pipe, simply press any one of the 3 green buttons that appear in the level and watch as hilarity ensues.
are: Fragyard - Q4TDM1_BETA_A and Q4TDM1_BETA_B Sandstrom - Q4TDM2_BETA_A Bloodwork - Q4TDM4_BETA_A and Q4TDM4_BETA_B Rose - Q4TDM5_BETA_A Edge - Q4TDM7_BETA_A All maps should have the FPS changes.
give it a download.
Tourney mode. Since the 1vs1 version is a tad to small and was to much about getting the rail, this version seems much more suitable for tourney where you have both red and yellow armor and two rail spawns..and of course the mean nailgun which wasn\'t in the 1vs1 version.
which is intended to be a basic, standard team dm map. The layout is new but hardly innovative - plenty of rooom-corridor-room to keep the performance tight. The visuals are basic and functional, again keeping performance high. If by some stroke of luck the map becomes insanely popular, I\'ll be prepared to revisit the visuals at a later date. Right now, this map is \"better than nothing\".
folder and create a folder, name it as you want, for example coloured_weapons and put the .pk4 here, that's it.
source. I highly reccomend running \'Short Circuit\' at a minimum of 1024x768 as the player\'s scoreboard is pretty hard to read at anything less. There\'s no AI and the levels aren\'t overly complex so you should be able to crank up the settings and have a solid high framerate.
sure the mappers out there can do a lot better:) Space Ctf (CTF,DM) Tribute to a classic, made from scratch
bad frames. Dont forget about q4max vertexlight if u need to squeeze some frames out but I dont think you will.
placed throughout the map. The map itsself looks a bit blocky which is not a real eye catcher but the gameplay makes up for that so it\'s not all bad. Perhaps a different floor texture would have made it seem less blocky. Check it out!
map is all about close-quarters combat and hair-trigger reflexes as players hustle through the winding, multi-tiered corridors. Designed particularly for tournament play, Railed also supports Deathmatch and Team Deathmatch game modes, and is guaranteed to provide some thrilling fast-action gameplay. Tremors - Built within a twisting underground cavern and peppered throughout with pipes, bridges, and catwalks, Tremors demands tactical expertise. Enemies attack from above and below in the enormous, multi-tiered environment, making team-play invaluable. Tremors is perfect for huge Capture-The-Flag games, and also supports the Arena Capture-The-Flag gameplay mode. Campgrounds Redux - With QUAKE 4\'s updated technology, Campgrounds Redux now has a fresh look and feel, revitalizing this QUAKE III classic. Excellent for any number of players, this updated version supports Deathmatch, Team Deathmatch and Tournament modes, where hard-core QUAKE fans can get crazy with this throw-back to one of their old favorites.
navigate. There are quite a few bounce pads that have been incorporated to push players around the map - this is where part of the pinball inspiration comes in. They have been used to semi-simulate pop bumpers (although are not at all random in the way they push players around, unlike pop bumers in pinball) and vertical upright kicker scoops. These are all located fairly obviously and it doesn\'t take long to figure out where they are intended to send you. Be careful though - they can make railslug bait out of you :-)
lighting is also updated and the weapons are still in the same positions.
made terrain model that I created in 3Ds Max 8.
q3tourney3 was all about.
pure evil destroyed this race by pitting them one on one in duels to the death within the walls of the very temple they were created in. These gods began reaching out for new gladiators to appease their lust for death. Now you have been chosen to do battle. Only one may leave the most challenging arena ever devised. Now you must fight in...
want to download this map.
With loads of custom content as well there is no doubt there will be something new for anyone who downloads and plays this map.
podest with railgun on it. It`s not a big map, so it will be suitable for tournament and deathmatch, tdm is also possible.
makes for an interesting map.
moment. Weapon ammo and health is limited at the moment on purpose, in order to prevent players from easily being able to run away and restack constantly. At the moment i\'m looking for comments on the overall layout, item placement, weapon placement and spawns. Items included RA x 1 YA x 1 Shards x 8 Mega (35 seconds) x 1 50hp x 1 25hp x 2 RL x 1 Rail x 1 LG x 1 SSG x 1 PG x 1 GL x 1
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
jumppad on either side which will shoot you right into the enemy stronghold. The wall in the middle of the map is rather strange, not quite sure what the whole purpose is but it does not crush you when you stand on it and it moves up. Also not a lot of weapons have been included but for a map of this size that's understandable. It's not always a good idea to port over a map from another game.
definately has a gritty and unpleasant atmostphere.
while since a good space themed map has passed my eyes. The item\'s are placed in great spots as well, this should be a definite download in anyone\'s books who likes this type of theme. ~Death Dream~
possible. CXArena7 could be a nice DM Map.
the map. Pretty much you are put in a giant gothic cathedral and lots to look at as you frag away.
There were a lot of errors in the console, but not noticeable for those who don\'t look at it.
pads and a few surprises for the unitiated. It was created by Draxel for fun but will be entered into the VIA/S3/Doom3World mapping contest. Please give it a shot and send some feedback. Read the included readme for more info.
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.
Europe the Strogg set their sights in the settlement\'s monastery where mystical runes are rumoured to be closely guarded. It\'s up to the human forces to defend and repel the alien intruders from these holy grounds.
really balanced for 1-on-1, but it\'s playable.
to make this map and is waiting for your blood shed!
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.
wished computers were a little faster at this time.
map was inspired from, others ... well, just have fun.
soldiers in the battlefield.
MH. Weapons: RL, LG, SG, GL and HB.
original quake and that influence is probably apparent.
unpleasant atmosphere. This map should run well even on lower-end systems, and was designed for good gameplay with 2-4 players.
follow you and help you. :) Enjoy! Benjamin Pulido :)
definately has a gritty and unpleasant atmostphere.
item placement schemes. Tourney: MH+YA+YA Total Armor: 170 Total Health (Bubbles): 200 Total Health (Shards): 40 TDM: RA+YA+QUAD Total Armor: 220 Total Health (Bubbles): 225 Total Health (Shards): 40
everything on site pretty much!), it\'s been a long four months of development.
below you to annihilate your opponants.great cover,speed and strategic potential! With narrow passageways and open rail areas, to a massive generator supplying a quad damage. Suprise 'em as you drop in from KNEE CRUSHING hights (hence the name KORTIZONE!) -Dark Matter -Rail -Rockets -Regen and Quad enjoy this fast and exciting MP map! like it? hate it? tell me what you think! **************************************** mapper: *DeeP* ****************************************
still a few additions that will be made to the map at a later date.
position swapped with MG - RL and SG ammo moved - Orange health moved [/quote]
1xMH, 5xShards, 5xBonus health
entrance to the nexus of Saturn, which built the Makron. Enjoy! Benjamin Pulido :) :beer:
of angels trained and battled to earned their wings to fly. The entrance on the wall is decorated with plaques of those that were given the highest honor with wings. Now it serves as a training ground for anyone daring enough to earn their wings to fly like an angel![/quote]
\'washed-out\' feel -Fix some texturing issues in the main arena -Possibly expand the RA area -Possibly expand the YA room -Possibly replace stairs beneath PG with jpad or tp -Possibly expand the lava in main atrium to make it more of a hazard
power up. When you get teleported in you will only have a few seconds to make up your mind on which exit you will take. You can either use another teleporter to quickly escape, use the jump pad and get out, or fight to the death.
your 1on1 fights. Whatever your fighting style might be, up close and personal or railing distance, this map provides a good mix of both. Again, phantazm11 did a great job with another one of his maps. ~Death Dream~
but nothing we haven\'t seen already done before.
you strait on!
mobile game. For more details, look at the read me file.
and in your face.
power up. When you get teleported in you will only have a few seconds to make up your mind on which exit you will take. You can either use another teleporter to quickly escape, use the jump pad and get out, or fight to the death. If the screenshots below do not do justice for you be sure to watch the video below for a walkthrough of Zero Signal. [quote] Quick notes: -I've added no sound to the map yet (ambient, etc.) -The quad room is unfinished. Pretty barebones at the moment. -Still playing with items and how far they're off of the floor. -Map may be too bright. Kinda flooding out the subtle lighting going on. Could be my settings though. -Looking for feedback on framerates. I've got the lightcounts under control. I'm curious to see how the triangle counts are effecting people. [quote]
heist. This map is good in Deathmatch mode.
With loads of custom content as well there is no doubt there will be something new for anyone who downloads and plays this map.
added - misc. performance tweaks - most misaligned textures fixed - spawn points changed - rockets damage through mega grill [/quote]