TDM Map Pack

This is a beta release. There will be a post along with this release on www.esreality.com where you can leave comments and/or get in touch w...

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This is a beta release. There will be a post along with this release on www.esreality.com where you can leave comments and/or get in touch with us about bugs/suggestions.

Maps included 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.

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Download 'q4tdmpack01beta.zip' (16.47MB)

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Q4TDM Pack 01
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This is a beta release. There will be a post along with this release on www.esreality.com
where you can leave comments and/or get in touch with us about bugs/suggestions.

Maps included 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 (if they don't it's a mistake by us) have the FPS changes.

Note that we need to pick which of DM1 and DM4 will be the final one. Please let us know which
you prefer. We agree that Sandstrom will suck in 4v4 and shouldn't be on anyones TDM maplist.

Another note is depsite the fact that we both agree that the weapon balance is terrible,
we didn't try to compenstate for balance problems with these maps. While we hope these maps improve
gameplay somewhat, the weapons remain another issue.

Thanks to team9 for the base edge modifications that we worked off of, as well as drach for his
excellent work with the light/FPS changes.

Let us know about any problems so the final release is as solid as possible. Have fun...

-teddy/swelt




Below are some general comments about the maps:


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Q4DM1A
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Items in this are totally rearranged. The armors are as far apart as possible to make it
play as large as possible. There is one geometry change in the quad room, the removal of
the cross-room teles. I thought they were gimmicking, and curbing them makes the map play
larger anyway.

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Q4DM1B
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Mostly the same as above, but with the rail removed, and a couple items shuffled accordingly.
Rail is gone, shaft goes to rail spot, SG to shaft spot, quad to old SG spot.

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Q4DM2A
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Minimal changes to the original.. Makes better use of the old GL room.

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Q4DM4A
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Concept:
The original Bloodwork layout is great. The item loadout for TDM is not. This modified version
aims to keep the conceptual flow of the map similar to the original, but with a more complete
and balanced item layout.

My interpretation of the original flow is this: the strong team controls the high railgun and megahealth
and makes ventures into the rest of the map to steal other resources (ie. the armor, the other railgun,
the regen). I've intended to keep this basic concept the same, but add more resources (especially more
armour), reduce the sniper factor by swapping out one of the railguns, and tune the resources to encourage
a more dynamic game.


Changes:

Replaced regen with quad (same position)
Replaced MH with RA
Replaced hyperblaster with MH
Moved nailgun into open ground
Added YA at nailgun spot
Replaced quad GL with Hyperblaster
replaced RA RG with SG
replaced RA RL with RG
replaced RA SG with RL and shifted north (moved spawn that was directly on that spot 2m east)
removed rg ammo below RA
Replaced other RG with RL
Removed 1 spawn near RG
Removed 2 spawns near Quad
Added 2 spawns high at SG
Added health on box near Quad
Moved 2 spawns at MH further from item
Moved spawn at low YA away from tele-out
Moved 1 spawn at high RL further away
Removed dirt patch under low YA
replaced 50h at low YA with 25h
added 2x25h above low YA
added 50h between 2 YA rooms
added 25h below RG
Raised two teleporter destinations for consistancy
added 1 box RG ammo to high RL

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Q4DM4B
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Completely rearranged items here... quite different from orginal, or the above.
Gameplay wise, the up-team would own the RA/Mega area, branch out and supervise the middle room
and it's resources, and in a full-lock down perhaps send a stacked player to take over the
RL/YA on the weakside.

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Q4DM5A
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There are 4 areas that have a strong concentration of guns/health/armor. They are:

Room with 2 yellows, rail, and RL nearby.
RL/YA room.
LG/YA room.
Mega/LG room.

2 YAs in one room... This is just add to add a subtle twist to TDM. A team in control of this
room can stack one player, split armors between 2 players, or stagger them to keep armor coming
every 15 seconds.

These rooms are defendable and are quite stacked to the point that 2 or sometimes even 1 player
may be able to hold them for long periods of time. Presumably, the up team should be able to
control/cycle 3/4 of the areas.

Besides these key areas, there is little health/armor in the rest of the map, such that focus is
played on the above areas and to keep the map from feeling too big.

If you follow the path from rail/2yellow room to mega/lg, to rl/ya, to lg/ya, you'll start to get
a good idea how the key areas are connect and how they will be controlled/cycled. I could see a
good team trying to control the rail/2yellow room, rl/ya, shaft/lg rooms (all ofwhich are close to
both powerups)

Note also that the haste and quad are not far at from all the key areas except LG/YA which is far
from haste. Note also that the Dark Matter Gun has only 1 ammo.

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Q4DM7A
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Concept

Team9 had already put together a modified version of Edge, doing some excellent work clipping the
stairs, enlarging the MH door and smoothing out what used to be the quad spot. There was one additional
key change we wanted to make. For the map to flow properly, we felt it should not be possible to jump
(either from the pad, or from the rail platform) to the upper rocket launcher platform, so that area
is a little different.



Credits:
Full credits, rights and other legals for the original maps remain with their original owners.
Quake4(tm) is property of id software, all rights reserved.

Alterations by teddy, swelt, drach and team9

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swelt


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Registered 3rd March 2005

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