Saturday, May 11, 2019

tekmap2

Tekmap2.bsp
Tekmap too!
QWTF CTF map



A sort of function over form sort of map. Liberal use of jump pads to make a fast paced, cap and frag heavy game.

The texture set is mostly ikbaseq3.wad. It didn't really give me a lot to work with I felt and a lot of the texture selections were in a spirit of "make do" in a sense. The brushwork is also at an odd scale, making the overall map feel rather big where in reality it plays like a smaller map.


This map is gonna be hard for defense, as a lot of my maps are. I donno what else to say. I think it looks more plain than my other recent maps. Part of that is because of the texture set, (or my inability to use it well,) and that I've been consciously trying to smplify my maps so as to not have them go over the Tastysleen megaTFs map limits.

Tuesday, May 29, 2018

midground

midground.bsp
The Middle Ground
A QWTF map.

Map size uncompressed 3.22mb


This is a small CTF map designed for between 4 to 8 players. Resupply packs fully resupply the player and have a cooldown of 12 seconds. The resupply pack in the spawn room however has a cooldown of 1 second. The Quaddamage is active for 12 seconds and have a cooldown of 3 minutes.

Dropped flags return to their base after 10 seconds and award 10 team points for a successful capture. Both teams share a single capture point in the middle of the map.

There's a few minor texture and entity alignments issues that I'm too lazy to fix. I've included the .map source so anyone is free to modify the map as they see fit. Extract the .rar into your Quake directory.

Nerdy Technical Filler:

---- qbsp / ericw-tools v0.17 ----
Input file: midground.map
Output file: midground.bsp
Wrote midground.bsp
        2524 planes              50480
        11621 vertexes         139452
        4841 nodes               116184
        1560 texinfo             62400
        9035 faces                180700
        10990 clipnodes       87920
        2893 leafs                 81004
        11863 marksurfaces  23726
        42574 surfedges        170296
        21304 edges              85216
           60 textures             833564
              lightdata              0
              visdata                 0
              entdata                23095

---- vis / TyrUtils v0.15 ----
running with 4 threads
testlevel = 4
BSP is version 29
  2774 leafs
  1389 clusters
  4431 portals

Expanding clusters...
average leafs visible: 1606
c_noclip: 0
c_chains: 310650264
visdatasize:758497  compressed from 962578
Writing BSP version 29
392.0 seconds elapsed

---- light / TyrUtils ericw-v0.15.9 ----
extra 4x4 sampling enabled
Raytracing backend: Embree
running with 4 threads
BSPX colored light output requested on command line.
LoadBSPFile: 'midground.bsp'
BSP is version 29
--- LoadEntities ---
211 entities read, 162 are lights.
--- OptionsSummary ---
    "range" was set to "0.350000" from commandline
    "dirt" was set to "1" from commandline
    "dirtscale" was set to "2.000000" from commandline
    "minlight_dirt" was set to "1" from map
    "bounce" was set to "1" from commandline
    "sunlight2" was set to "425.000000" from map
    "sunlight2_color" was set to "175 175 255" from map
    "sunlight_dirt" was set to "1.000000" from map
    "sunlight2_dirt" was set to "1.000000" from map
Embree_TraceInit: Embree version: 2.15.0
Embree_TraceInit: 644 skyfaces 8263 solidfaces 0 fencefaces 0 selfshadowfaces 0 skipwindings
SetupLights: 162 initial lights
SetupLights: 162 after surface lights
SetupLights: 162 after jittering
using 65 suns for _sunlight2. total light: 425.000000 color: 175.000000 175.000000 255.000000
--- EstimateLightVisibility ---
0....1....2....3....4....5....6....7....8....9....
Final count: 162 lights 65 suns in use.
--- SetupDirt ---
       48 dirtmap vectors
--- MakeTextureColors ---
--- MakeBounceLights ---
0....1....2....3....4....5....6....7....8....9....
--- LightWorld ---
0....1....2....3....4....5....6....7....8....9....
Lighting Completed.

lightdatasize: 191481
0 switchable light styles
Writing newmap2.bsp as BSP version 29
29.150 seconds elapsed



Saturday, March 31, 2018

Tempest

Tempest.bsp
A QW MegaTF map.

Download

;

This is a very small 1on1 map made specifically to test the rain effect in MegaTF, Not much to it really, looks nice I guess. It was one of my fist maps.

Salem

Salem Witch Hunt
A QWTF Map.

Download 

NOTE: The Rotating windmill will only work with a MegaTF qwprogs.


This is a small QWTF map with no real team goals, other than kill the other team. There's a 3rd team available called "The Witch" that can only have one player and can only play Spy. This was done so the title would make sense. I called it Salem because I thought it had a cool colonial era vibe.

 

The map originally started off as a zone control type map, but issues arose that forced me to remove over 2/3 of the map. I didn't want to write the whole thong off entirely so I took the best parts of it and hacked it together to resemble something playable.


That's all I got to say about it. Except it took way too long to make, partly because I deleted 2/3rds of it as well as my Overwatch addiction.

Thursday, December 14, 2017

Airtower

The Air Tower
A QWTF Keepaway Map

Download


This is a simple one flag keepaway map. Players compete to control a single flag located in the central tower. Controlling teams get 1 point per minute of control.


The idea was to make a simple KA map that was playable with a small amount of players. At the time of this post there was no playtesting done on it so I'm not sure how well she plays, although I'm optimistic.

EDIT: Turns out it plays like ass.

Blood Technocracy

Blood Technocracy
QWTF Keepaway map.

Download


This is a 2 team keepaway map. Players compete to control a single flag in the center of the map.
Control of the flag gives the controlling team one point per minute. Dropped flags return after 5 seconds.



Wednesday, December 13, 2017

Intro page.

Hello and welcome to this page. This page acts as a repository for any quake or quake Team Fortress related articles or content that I may devise.