Map ideas, anyone?

The general catch-all forum for Action Quake2 related discussions.

Moderator: Moderators

kamikraez
is connecting
Posts: 13
Joined: Mon Aug 30, 2004 9:02 am
Location: au
Contact:

Post by kamikraez »

masa the reason its mario2a is because everyone (aussie community) wanted a smaller version.

i based the original version on the idea that the distance between the lower forts is a strafe jump. so its a lot bigger, you may prefer it:

http://members.optusnet.com.au/kchoy69/ ... mario2.zip

actually 2a is a quarter of the area of 2 so its a lot smaller.
Masa^
sank like a rock
Posts: 103
Joined: Sun Feb 01, 2004 5:10 am
In-game Name: MaxD
Location: fi

Post by Masa^ »

kamikraez wrote:masa the reason its mario2a is because everyone (aussie community) wanted a smaller version.

i based the original version on the idea that the distance between the lower forts is a strafe jump. so its a lot bigger, you may prefer it:

actually 2a is a quarter of the area of 2 so its a lot smaller.
Aye, that is sooo much better. That would be actually fun to play at public servers, but I guess thats never going to happen. :(
¤ø,¸¸,ø¤º°`°º¤ø--{Tm}Masa--ø¤º°º¤ø,¸¸,ø¤
#aq2world Qnet
CreepPopara
is connecting
Posts: 10
Joined: Tue Aug 31, 2004 6:28 pm
Location: cl
Contact:

Post by CreepPopara »

can be a war in heaven... on clouds and shits...
with somes holes direct to the hell 8)

or a hell map, fragging around lava, devils and shits :rambo:
:P
TORA TORA TORA!
stan0x
killed itself
Posts: 407
Joined: Sun Aug 29, 2004 4:17 pm
In-game Name: stan0x
Location: Netherlands
Operating System: Windows 7, linux
Processor model/speed: i7 2600K
Memory: 16GB DRR3
Hard drive: 1 x 240GB SSD 5 x 2 TB
Graphics card: GTX470
Monitor: LG
Mouse: MX
Keyboard: Steelseries G7
Location: nl

Post by stan0x »

make a map with lot's of tree's :P
Sovnig
blew itself up
Posts: 364
Joined: Wed Nov 26, 2003 3:46 am
Location: dk

Post by Sovnig »

That's original stan0x, dont think I've ever seen that before : )
Actually I just ripped half my nice ideas from some other post at some other forum, but I'd love to take credit for them tho : )
A good discussion is like a miniskirt; long enough to cover the subject, but short enough to pertain interest
//Splinter
Saboteur
joined the game
Posts: 40
Joined: Sat Aug 07, 2004 4:44 am
Location: fi
Contact:

Post by Saboteur »

You could make a map called "omg hax" or something.
The idea is that you collect *.qle files from famous maps.

Then you mix em togheter in one map. :shock:
It would'nt be a small map but :?

I Don't know if the idea is good. But it should b funny to try ^^
kebabtrollet
Rallu
hit the ground hard, real hard
Posts: 93
Joined: Thu Jul 31, 2003 11:36 pm
Location: fi
Contact:

Post by Rallu »

I would like to see surrealistic map. Where gravity, brushes, teleporters and stuff would change a lot every 'room' in map. Lot's of those 'wind tunnels' like in quake1 etc etc. And design it so that action would be always fast paced and there couldn't be any camping spots (ie. teleporters)
emu
Syndrome of a Down
Posts: 1444
Joined: Thu Jul 31, 2003 10:38 pm
Location: no
Contact:

Post by emu »

make an indoor office map B> like with a ground lvl entance and about 1-2 lvl's (not like shit ass never-finished silitex2) but like with offices and shit. great deathmatch \ public map B<
Call me your valentine call me once tonight
n99
"Sticks and Stones..."
Posts: 882
Joined: Sat Jun 05, 2004 6:41 pm
Location: nl

Post by n99 »

HUmm I don't know about how fun that would be on publics, and it has been done a couple of times before, too. The thing about offices is, in my opinion, that there always rooms to be searched, and the annoying desks-with-computers, plants and beverage machines are only in the way and don't add anything to the gameplay since the times you can use them for cover are very limited. An office with big rooms with sub-dividers or cubilces might be cool though, especially with a big, open main hall like you said.
Gore Vidal: "To succeed is not enough. Others must fail."
Post Reply