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Post subject:
Posted: Nov 15, 2005 - 07:38 PM
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Site Admin

Joined: Feb 26, 2004
Posts: 353
Location: California
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I'm nowhere near memorizing the maps, but I've noticed the same thing as you. Only a few servers with players. I've had to give up a few times I wanted to play, cuz there was only a few servers with players on, and they were like 150 ping. Getting frustrating. Whats going on? People don't have machines to run it?
I did download my first mod for Quake4 the other day though. Instagib, and it came with a new map. Although I played about 4 games on it, it never got to the new map. Fun, all rail instagib, gets the aim fine tuned. |
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Insex
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Post subject:
Posted: Nov 15, 2005 - 06:59 PM
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Joined: Mar 05, 2004
Posts: 241
Location: California
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Okay, these maps are starting to get easier to memorize. I'm at the point now where I know where to go or how to get somewhere at any spawn point on all the CTF maps, and some of the DM maps as well. I'm still not to the point where I have every wall and corner memorized to where I can fight someone while backpedaling, and still accurately cut corners or backup into items I want, ect.
But these maps are beginning to become more fun. I just wish more servers were active. Everytime I go on, there's only about a dozen or less servers in the entire United States that have people in them. |
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Post subject:
Posted: Nov 05, 2005 - 07:59 PM
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Site Admin

Joined: Feb 26, 2004
Posts: 353
Location: California
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| Not sure about ctf4 not being good for quake4. I was reading in that tweak guide I posted the story about on the front page. It linked to a mod site for quake4 and there is a few out and a list of the ones people have committed to working on. As best I can figure, you can tweak all the physics in the server config. So if you set up a quake3 mod for quake4, you could do all the quake3 maps and physics with the quake4 graphics. The one that got me all excited was that they are working on a rocket arena mod. I loved that mod back in the day. That's where I cut my teeth on the rocket jump. |
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mang
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Post subject:
Posted: Nov 05, 2005 - 07:31 PM
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Joined: Mar 05, 2004
Posts: 110
Location: Cali
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| At least he had fun, hahah... |
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Insex
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Post subject:
Posted: Nov 04, 2005 - 10:11 PM
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Joined: Mar 05, 2004
Posts: 241
Location: California
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I personally don't think q3ctf4 will be fun on Quake 4. The main reason is because the Q4 physics and player movement speed is slightly slower than Q3A's. So this means that everyone will be easier to hit, and that means EVERYONE will be hitting ground-to-air Rails like Jordon.p, which means more trips into the void for poor ole' Flag Carriers like me.
You all know that I can't wait for the revived version of q3ctf3 to be released though!
Speaking of gomes/Jordon.p, I was playing against him the other day in Q4. It was CTF, and yes of course, his team won. He was using the name kcap, but I knew it was him because at the end of the game he said "it's fun owning noobsex in Q4 too." He's the only person that calls me noobsex. |
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Post subject:
Posted: Nov 04, 2005 - 09:11 PM
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Site Admin

Joined: Feb 26, 2004
Posts: 353
Location: California
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I'm sure someone will convert all the great quake3 maps to quake4. I bet they are almost done by now. Shouldn't be too long and we'll be playing on updates of our old favorites. I hope q3ctf4 comes out first.  |
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Insex
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Post subject:
Posted: Nov 04, 2005 - 08:54 PM
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Joined: Mar 05, 2004
Posts: 241
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Are you talking about the lights that come from the poles that are hanging on the sides of the pit in front of the flag in q4ctf3? On my monitor, the lights have a kind of redish-orange glow in both the Marine (green) and Strogg (orange) bases.
I really wish Raven (or whoever made them) did a better job on the CTF maps. Quite honestly in my most humble opinion, the best maps in Q4 are the revived Team Arena version of q3tourney6 (q4ctf5), revived q3dm17 (q4dm8), and revived q2dm1 (q4dm7). Hopefully Threewave will come out with some good CTF maps to play on in Quake 4 very soon. |
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mang
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Post subject:
Posted: Nov 04, 2005 - 06:42 PM
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Joined: Mar 05, 2004
Posts: 110
Location: Cali
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| On the map where the armor is floating over the chasm in front of the flag, it seems like the green base has orange lights and the orange base has green lights. It's hard to tell who is coming through the front entrance with the light color reflecting off the player model. Am I right? |
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Post subject:
Posted: Nov 03, 2005 - 11:20 PM
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Site Admin

Joined: Feb 26, 2004
Posts: 353
Location: California
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Relate on a big scale. I have shot my team mates more times than I care to mention. I have gotten lost on these maps more than I'll say here.
I had a file installed in quake3 that made all the enemies a florescent yellow. I never had troubles with that settup. I also had force player model to "Tank jr" so I could hear them from a mile away. Quake4 makes it hard. I want to do a force player model on Quake4 to help with framerate, and to help with team identification. The shades of color are too close for me. I'm used to playing on instinct and not having to think about what team anyone is on. It's frustrating.
I guess it's just a matter of getting used to it. Time is what's needed, but I can't play as much as I would need. |
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Insex
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Post subject: Quake 4 CTF
Posted: Nov 03, 2005 - 11:02 PM
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Joined: Mar 05, 2004
Posts: 241
Location: California
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| I'm having a tough time trying to get the hang of these baseq4 CTF maps. They are a lot bigger and not as easy to memorize than the baseq3 CTF maps. I'm still trying to adjust to the new team colors and sounds too. It's different going from Red and Blue teams to Orange and Green teams. All of the skins also make the same sounds too, so every time I hear a guy getting hurt around the corner, I have to guess ahead of time if they are a teammate, or an enemy. Anybody else relate? |
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