Author Topic: Quake moddle placment  (Read 2239 times)

DrDaPoo

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Quake moddle placment
« on: December 20, 2004, 11:48:33 AM »
Hey guys, im a new DP mapper but a long time DP player. I have a question about creating starting points for players on a map. What do I use to make a group of red team members start at one spot and a group of blue players start at another point? Better yet what values do I use in Quark to set this up?

Peace

PS: Also what type of maps do people like, Big open maps or small close up maps?
« Last Edit: December 20, 2004, 11:50:04 AM by DrDaPoo »

jitspoe

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Re: Quake moddle placment
« Reply #1 on: December 20, 2004, 02:06:18 PM »
Check out the entity descriptions on the documentation page.

You'll need to use info_player_deathmatch with the teamnumber key.

As for maps, I don't really like wide open maps or tiny maps -- they tend to just be spray fests.  I prefer maps with lots of different routes that allow for strategy and teamwork.

loial21

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Re: Quake moddle placment
« Reply #2 on: December 20, 2004, 11:33:12 PM »
phaw i like to see all enmies at all times in one quick scan
 blitz ice etc this helps with wall hacks makes them useless   no walls to creep around and smack ya like a little child . 

"spayfest" since when is fire supression not kewl and not teamwork  :) 

....more than 3 routes and to many newbs playing is not fun ......as far as a good example of a map that most peoples like    spelunker, 10 fort 5 , siege castle (we need more of that type) castle1 (yuck out played)   makes most old schollers are happy ......they have a little of everything
uni and bob has had some good maps as well ...god forgive me for saying so ...

stay away from a bottle neck <<<<<zimbu has a point>>>>>>
high walls are good so  are  bunkers
and palces in the map where you can take full advatage of speed 
and for gods sake like seige caste dont make a way to jump out  :)
i could never get that ..stupid bob takeing full use of it    ...jk jits   how did you make that wondelful texture so vivid in the background ? 

jitspoe

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Re: Quake moddle placment
« Reply #3 on: December 23, 2004, 01:06:34 AM »
Thread split off and continued here because it got so far off topic. :)

http://dpball.com/forums/index.php?topic=628

Dirty_Taco

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« Reply #4 on: December 23, 2004, 01:21:05 AM »
Post removed
« Last Edit: July 26, 2010, 01:20:42 AM by Dirty_Taco »

loial21

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Re: Quake moddle placment
« Reply #5 on: December 23, 2004, 06:55:38 PM »
tacosmell is right good map ..but wrong it has 4 flags 2 on each side (lol i know cheesy for me to mention).....dr its great idea try to include more than just 1 flag per side !!

Eiii

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Re: Quake moddle placment
« Reply #6 on: December 23, 2004, 09:52:21 PM »
he means 2 per side.