Dueling Keeps Classic

Discussion in 'Map Factory' started by Bacon Sandvich, Aug 2, 2009.

  1. Bacon Sandvich

    Bacon Sandvich L2: Junior Member

    Messages:
    76
    Positive Ratings:
    43
    A classic remake of Quake III's Dueling Keeps. In this "classic" version there will be no respawn room, spawn points are at the exact locations of the original map. To change classes, I have created what I call dressing rooms.

    This is my pilot of whats to come, if everyone enjoys this map, there will be more in store, just be pateint, it takes me around two weeks to recreate these maps.

    A more "original" release will be coming soon, which will have the normal respawn rooms of tf, and a more open and highly edited level that will be balanced for all classes.

    Note: An error will pop up on consoles when using the jump pad. This will not cause any problems on the server, its just informing you (of too much information) that the error has been clamped(fixed/contained) and will not disrupt your server in any way.

    Things that do need improving on....

    -Need a way to inform players new to the map what/where the dressing room is. If anyones got some good suggestions Id be happy to hear them.
    -Forgot to place a flag observation point for the red team.
    -Id like to find/create a color correction that has that retro/old timey feel.
     
    Last edited: Aug 27, 2009
  2. Void

    aa Void Local Man Unable To Map, Sources Say

    Messages:
    1,801
    Positive Ratings:
    2,576
    Interesting...
     
    • Thanks Thanks x 1
  3. Engineer

    aa Engineer

    Messages:
    1,166
    Positive Ratings:
    372
    Not the usual tf2 style, but i like it :)
     
  4. Hellfire

    Hellfire L9: Fashionable Member

    Messages:
    601
    Positive Ratings:
    142
    god, i remember this map :D
     
  5. Fearlezz

    Fearlezz L10: Glamorous Member

    Messages:
    787
    Positive Ratings:
    240
  6. Bacon Sandvich

    Bacon Sandvich L2: Junior Member

    Messages:
    76
    Positive Ratings:
    43
    Thanks guys, i got more that im working on including the fan favorite longest yard which will most likely be a cp map. :)
     
  7. eraSuS

    eraSuS L1: Registered

    Messages:
    18
    Positive Ratings:
    0
    Nice map, alittle to small for me though.. :)

    btw, how did you make those jumppads? I've been looking on how to do one.
     
  8. Bacon Sandvich

    Bacon Sandvich L2: Junior Member

    Messages:
    76
    Positive Ratings:
    43
    Ill make a prefab and post it. Its simply a push entity that is set high, then you add a ramp that will allow the player to be in air when they collide with the trigger.
     
  9. eraSuS

    eraSuS L1: Registered

    Messages:
    18
    Positive Ratings:
    0
    Sounds great.
    Any progress on it? :)
     
  10. DJive

    aa DJive Cake or Death?

    Messages:
    1,466
    Positive Ratings:
    736
    Ha i saw this and was pretty pissed/happy at the same time.

    Before i left for vacation last Thurs i had plans to make it.

    Came back and see that you have, so i'm happy i dont need to.

    Please do it justice though and TF2-it up more. Its a great map that CAN fit into TF2 style, but it needs to be adapted, not just carried over.
     
    • Thanks Thanks x 1
  11. Bacon Sandvich

    Bacon Sandvich L2: Junior Member

    Messages:
    76
    Positive Ratings:
    43
    Thx (and sry, :D) man, Im definatly going to be TF2ing it soon. My next project is troubled waters and I might already be changing alot in this one as well as using that really nice swamp set thats been released.

    Oh, prefab, cant forget the prefab. Got ya covered, . :thumbup1:
     
    • Thanks Thanks x 1