Board index DeFRaG Competitions DFWC 2014

DFWC 2014 - Maps

The Defrag World Cup in 2014

The best map on the DFWC2014 is:

DFWC2014-1 by kairos & wubwub
4
4%
DFWC2014-2 by CMC|th0ca
5
5%
DFWC2014-3 by ghost & yotoon!
2
2%
DFWC2014-4 by gnj
17
18%
DFWC2014-5 by xLarve
6
7%
DFWC2014-6 by AMT-Morbus
35
38%
DFWC2014-7 by n1k
17
18%
DFWC2014-8 by AMT-Spray
6
7%
 
Total votes : 92

Re: DFWC 2014 - Maps

Postby muckster » Nov 10th, '14, 1:03 pm

Le another black niger wrote:I cant fire 610+ cjs every time
lets ban those :idea:


Ok, that's somehow valid. :mrgreen:
It's ok, im not going to repeat the discussion we had yesterday. Im done with it. My placing is still the same. :dance:
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Re: DFWC 2014 - Maps

Postby esc?nebuLa » Nov 10th, '14, 1:04 pm

I quite enjoy the gameplay for map 2 in both physics, however the textures are pretty ugly lol. th0ca, you could have done better in that department! :mrgreen:
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Re: DFWC 2014 - Maps

Postby th0ca » Nov 10th, '14, 1:48 pm

esc?nebuLa wrote:I quite enjoy the gameplay for map 2 in both physics, however the textures are pretty ugly lol. th0ca, you could have done better in that department! :mrgreen:


hm, it is true. Design 2/10 in some parts 0/10 . Maybe someone did retexture version for any movie in future :)
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Re: DFWC 2014 - Maps

Postby muckster » Nov 10th, '14, 1:59 pm

dfwc2014-1:

Design: ☻☻☻☻☺ (I liked the Design, besides the fancy texturing on the start and some other points)
Gameplay VQ3: ☻☻☻☻☺ (It had quite a flow, even though the spacing was kinda weird.)
Gameplay CPM: ☺☺☺☺☺ (Didn't play it in CPM)
Techniques: ☻☻☻☺☺ (The fact u couldn't hit the "ramp" consistent, and the turn after slick was kinda roulette-like, i gotta remove 2 stars)

Overall: ☻☻☻☻☺ (Worth a round 1 in an official competition)

Those are my personal opinions.

Thanks to kairos and wubwub. ":)"
Last edited by muckster on Nov 18th, '14, 6:37 pm, edited 1 time in total.
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Re: DFWC 2014 - Maps

Postby wubwub » Nov 10th, '14, 4:34 pm

muckster wrote:besides the fancy texturing on the start and some other points


i'm curious as to how to fix this in radiant, after you and le nigger meme pointed it out - i know how to fix it in hammer, but never really considered it for quake before people noticed it now. will have a look now :C

also, not replacing stars with smiley faces out of 5

disappointing
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Re: DFWC 2014 - Maps

Postby <)Ghost(> » Nov 11th, '14, 4:30 pm

wubwub wrote:i'm curious as to how to fix this in radiant, after you and le nigger meme pointed it out - i know how to fix it in hammer, but never really considered it for quake before people noticed it now. will have a look now :C


Move one of the edges to realign the texture, that happens when the angle of the brush is too sharp.

Or the brush to the left was just copied, which misaligned the face
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Re: DFWC 2014 - Maps

Postby Le another black niger » Nov 12th, '14, 10:05 am

It's just how axial projection works!
Scale it down horizontally by sqrt(2) (for 45 wall angle), or use brush primitives mode in editor.

Though, packaging is even more fancy

dfwc2014-1.pk3/levelshots\Thumbs.db
dfwc2014-1.pk3/textures\dfwc14-kai\Thumbs.db
dfwc2014-1.pk3/textures\dfwc14-kai\kaibox_editor.jpg
dfwc2014-1.pk3/textures\dfwc14-kai\metal04_slick.jpg
dfwc2014-1.pk3/textures\dfwc14-kai\trim05_slick.jpg
dfwc2014-1.pk3/textures\gnj-runs-add1\Chess_64.jpg
dfwc2014-1.pk3/textures\gnj-runs-add1\Chess_128.jpg
dfwc2014-1.pk3/textures\gnj-runs-add1\Chess_256.jpg
dfwc2014-1.pk3/textures\gnj-runs-add1\darkgrey.jpg
dfwc2014-1.pk3/textures\gnj-runs-add1\grey.jpg
dfwc2014-1.pk3/textures\gnj-runs-add1\lightgrey.jpg
dfwc2014-1.pk3/textures\gnj-runs-add1\Tile_256_darkgrey.jpg
dfwc2014-1.pk3/textures\gnj-runs-add1\Tile_512_darkgrey_gradiant.jpg
dfwc2014-1.pk3/textures\gnj-runs\dense_black_nebula.jpg
dfwc2014-1.pk3/textures\gnj-runs\dense_blue_nebula.jpg
dfwc2014-1.pk3/textures\gnj-runs\dense_green_nebula.jpg
dfwc2014-1.pk3/textures\gnj-runs\dense_orange_nebula.jpg
dfwc2014-1.pk3/textures\gnj-runs\Fade_512.jpg
dfwc2014-1.pk3/textures\gnj-runs\gnjpad\jumpad01.jpg
dfwc2014-1.pk3/textures\gnj-runs\gnjpad\jumpad02.jpg
dfwc2014-1.pk3/textures\gnj-runs\gnjpad\jumpad03.jpg
dfwc2014-1.pk3/textures\gnj-runs\gnjpad\jumpad04.jpg
dfwc2014-1.pk3/textures\gnj-runs\gnjpad\jumpad05.jpg
dfwc2014-1.pk3/textures\gnj-runs\greenbeam.jpg
dfwc2014-1.pk3/textures\gnj-runs\lightningblur.jpg
dfwc2014-1.pk3/textures\gnj-runs\redbeam.jpg
dfwc2014-1.pk3/textures\gnj-runs\Sign_CPM.jpg
dfwc2014-1.pk3/textures\gnj-runs\Sign_VQ3.jpg
dfwc2014-1.pk3/textures\gnj-runs\Stripe_64.jpg
dfwc2014-1.pk3/textures\gnj-runs\Stripe_128.jpg
dfwc2014-1.pk3/textures\gnj-runs\Stripe_256.jpg
dfwc2014-1.pk3/textures\gnj-runs\Stripe_512.jpg
dfwc2014-1.pk3/textures\gnj-runs\Stripe_512_double.jpg
dfwc2014-1.pk3/textures\gnj-runs\Tile_64.jpg
dfwc2014-1.pk3/textures\gnj-runs\Tile_128.jpg
dfwc2014-1.pk3/textures\gnj-runs\Tile_256.jpg
dfwc2014-1.pk3/textures\gnj-runs\Tile_256_darkgrey.jpg
dfwc2014-1.pk3/textures\gnj-runs\Tile_256_dots.jpg
dfwc2014-1.pk3/textures\gnj-runs\Tile_256_lightgrey.jpg
dfwc2014-1.pk3/textures\gnj-runs\Tile_512.jpg
dfwc2014-1.pk3/textures\gnj-runs\Tile_512_double.jpg
dfwc2014-1.pk3/textures\gnj-runs\Tile_512_double_dots.jpg
dfwc2014-1.pk3/textures\gnj-runs\waterfall.jpg
dfwc2014-1.pk3/textures\gnj-runs\yellowbeam.jpg
dfwc2014-1.pk3/scripts\gnj-runs-add2.shader
dfwc2014-1.pk3/textures\gnj-runs-add2\forcefield_white_inner.tga
dfwc2014-1.pk3/textures\gnj-runs-add2\forcefield_white_trim.tga
dfwc2014-1.pk3/textures\gnj-runs\black.tga
dfwc2014-1.pk3/textures\gnj-runs\fog.tga
dfwc2014-1.pk3/textures\gnj-runs\forcefield_blue_box.tga
dfwc2014-1.pk3/textures\gnj-runs\forcefield_blue_inner.tga
dfwc2014-1.pk3/textures\gnj-runs\forcefield_blue_trim.tga
dfwc2014-1.pk3/textures\gnj-runs\forcefield_blue_trim_dual.tga
dfwc2014-1.pk3/textures\gnj-runs\forcefield_white_trim_dual.tga
dfwc2014-1.pk3/textures\gnj-runs\gnjclip_player.tga
dfwc2014-1.pk3/textures\gnj-runs\gnjclip_weapon.tga
dfwc2014-1.pk3/textures\gnj-runs\gnjglass.tga
dfwc2014-1.pk3/textures\gnj-runs\gnjglass_dark.tga
dfwc2014-1.pk3/textures\gnj-runs\swirl_large.tga
dfwc2014-1.pk3/textures\gnj-runs\swirl_tiny.tga
dfwc2014-1.pk3/textures\gnj-runs\white.tga

These files are not needed!

Promoting gnj's textures or Thumbs.db files, or? :think:
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Re: DFWC 2014 - Maps

Postby gnj » Nov 12th, '14, 1:46 pm

Le another black niger wrote:It's just how axial projection works!
Scale it down horizontally by sqrt(2) (for 45 wall angle), or use brush primitives mode in editor.

Though, packaging is even more fancy

...

These files are not needed!

Promoting gnj's textures or Thumbs.db files, or? :think:


No, there was some stuff missing (fog, blue beam), which I added. I am busy and to prevent possible bugs (textures missing or shader stuff) I just put the entire thing into the map.

Who the fuck cares if the map is a few MBs larger?

Lets stop with the nitpicking about stuff like that or a misaligned texture and get back to the actual maps as a whole, shall we?
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Re: DFWC 2014 - Maps

Postby Le another black niger » Nov 12th, '14, 4:12 pm

gnj wrote:nitpicking


It's very siries non-virtual stuff :)
Number of files in packs directly affects game/demo/map startup time.
Although there are ways to pack only needed stuff in a few key taps.
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Re: DFWC 2014 - Maps

Postby AMT|spray » Nov 12th, '14, 4:26 pm

I packed porn
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