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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".
================================================================ Title : Better than Nothing Date : November 2005 Author : Rich "swelt" Jacques Email Address : email@example.com Website : http://www.swelt.nildram.co.uk Description : 4v4 TDM map for Quake 4 ================================================================ ===BETA INFORMATION=== This map is a BETA release. That means that it is not final and that I am open to suggestions and feedback. The best feedback you can provide is an explanation of what you like and do not like about the map. Please don't tell me "you should move X item to Y position" - I will ignore this. Instead tell me "I found it really easy to run from X to Y and won some games because of it". Other than that all constructive comments welcome. Note that there is currently an issue with Quake 4 and custom map support. If you have a custom map on a server, any connecting clients must have the map or they will fail pure checks. The fix for this (addon.conf) is currently half-baked and unworkable. When Quake4 is fixed, this problem will go away. - Play Information - : Extract map_swq4dm2.pk4 from the zip into quake4/q4base folder. : Start a multiplayer game through the menu or find a server : running the map. - Level Information - Game type : tdm, ffa Single Player : No Player load : 4v4, 2v2, 2 - 8 Weapons : SG, GL, HB, LG, NG, RG, 2xRL. Stuff : 1xRA, 2xYA, MH, Quad - Construction - Editors used : Quake 4 Utilities used : Editpad - Notes - This map isn't intended to be my magnum opus, the best TDM map I can do. That would take too long. It seems to me that Quake4 is in dire need of more TDM maps as soon as possible. Hence this map, 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". r_lightdetaillevel settings are supported, according to drach's standards - 9 is ambient only, 5 is a fast compromise, 3 gives most lights and 0 is full detail. - Credits - : id Software for Quake, Quake 2, Quake 3, Quake 4, Doom3 http://www.idsoftware.com : Everyone who has given me feedback : Everyone who has played this level, cheers! - Links - CPMA Homepage http://www.promode.org CPMA.org.uk http://www.cpma.org.uk - Copyright / Permissions - You may not include or distribute this map in any sort of commercial product without permission from the author. You may not mass distribute this level via any non-electronic means, including but not limited to compact disks, and floppy disks without permission from the author.
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