TristamK {l Wrote}: Iam preparing a time-trial maps pack v1.1 for 100+1 server. Also this pack will be posted here. In this pack 80% of maps a improved somehow (some improved a lot some no) and new maps added (most of them from cube 2)
restcoser {l Wrote}:I'd love to have a package of your time trial maps as well :P (for me, everything below 1GB is nothing, dunno if uploading is the problem )
bonifarz {l Wrote}:TristamK {l Wrote}: Iam preparing a time-trial maps pack v1.1 for 100+1 server. Also this pack will be posted here. In this pack 80% of maps a improved somehow (some improved a lot some no) and new maps added (most of them from cube 2)
I am curious if you still have plans for doing so. Just yesterday someone asked me about a package of trial maps. I realize the 75 maps in my "rotation" are still about 96 MB large when i pack them in a zip (93MB as .7z).
TristamK {l Wrote}:It would be nice to hear your opinion on the maps I have collected here and about the archive.
TristamK {l Wrote}:Remember to add the maps to your server config file, if you run a server
2DHELL 2DHell2 2t_demo 3waysdown adventure aesonoid airtortures Arbatrel argo bh_demo Black&White BlackWater-RR7 calslide1 capinox castle climb collige ColorCool-RESMC1 Columns confusion Construct-Jump Critic critic_2 cubeworld cubez cyanext[die] dark10-1 DeathWater-LT3-sp deport DestroyedNature df_city-normal df_cubes-normal df_desert-normal df_expellam_normal df_fame-normal df_havoc_normal df_lodestar_normal df_maturate-normal df_outlet-normal df_quiker df_redrock-normal df_revilium_normal df_scetch df_velocita-normal disharmony dw_canal-normal dw_demo-normal dw_washout dytrix escapefinal escapehardfinal evening exotic ExtremeRun-RR3 fastpass fastrace FlameRun-10mins GhostCity glassstation glasswall GlassWorld-RESMC1 Golden100 Grot haltrix Hander HaPi-normal HardCore headcrash Heaven Heaven-ERE Heaven-IE Hidek holidays hot_r1 IceRoad-RR4 inverted ire iron ItsSlideTime-LR4-sp IWBTEHardestMapEverV1 ja_hotel jm_amnesia-normal jm_cosmo-normal jm_jungle-normal JumpingPlace-RR8 JumpMaze1-normal jumptastic lagrace LavaFall lavafall-ere lavatortures lavaworld LongRoad M1 M2 M3 mariolandpart2-sp massae maze13 Mechanism-RR5 Medium Menace mendal meridiem MiniRocks-sp misce Mono mystic-normal nexumus nocroid NoobRace-RR6 NoobRace_2 Obstacle1 obstacle2 OrangeRun OrangeRun-8mins ParkourTraining Path PinkTrial platfrom Port port-018 Pyrolis Quite R7 race006-sp RD-LT34-sp Reaction Recovery Red&White Relan RElax reservoir ReSMC1test RESMCtest2 restart RollerCoaster-LT41-sp roundglassred Rox Saportage Sign simple sinai sinigal Skyfall skyintricacy skytur slide01-sp Slit space Stabel StoneRun-10mins Straining2 stven Sunset SunsetRace-RR2 Synergy-Normal temperature tenebris TestEE00 testee01 testee02den testroom1 testroom2 testroom3 tetris-race-sp TetrisRace-RR1 Torpidity torpidity-ere Torpidity-IE trials-sp TronTime-LT37-sp TutorialConstruct uberslide-sp upstairs vrtraining01-ifp war_depot WhiteRocket WhiteRun-5mins X-rooms x1 x2 x3 x4 x5 x6 x7 x8 x9 x10 x11 x12 x13 x14 x15_smallrun-3mins x16 x17 x18 x19 x20 x21 x22 x23 Xilork
TristamK {l Wrote}:Total maps = 207
Ulukai {l Wrote}: I think you would reach a bigger audience with like 20 high quality maps than say 100 semi-finished maps.
greaserpirate {l Wrote}:TristamK {l Wrote}:Total maps = 207
Mind = blown.
TheLastProject {l Wrote}:Х-rooms v0.7.
- Beautiful map, but way too long. Also too difficult for the average player. However, a nice map if you want to see how good a map can look. Performance is "meh" due to the high visibility and lots of water.
greaserpirate {l Wrote}:Holiday is a really nice-looking map with a good concept, but you should definitely make the entrance to the final tomb easier to see, I lost a lot of time wondering why there was an invisible wall keeping me from the pyramid on the other side (also not good). Also, the spikes on top can't hurt you, while the spikes on the bottom kill you if you even step between them; maybe make them each half covered by death material instead of one fully covered and the other not at all.
greaserpirate {l Wrote}:On haltrix, you might want to lower the fog a little bit so players can see what's after the drops..
greaserpirate {l Wrote}:On hot_r1, you might want to give a better reason for killing the player than "choice wrong way", maybe by adding steam to the tops and saying "was fried by the sun" or just adding spikes. Also, it's "chose the wrong way", just so you know.
Ulukai {l Wrote}:Some maps are better than others, and while most of them are fun despite of the unfinished state they are in, I think you would reach a bigger audience with like 20 high quality maps than say 100 semi-finished maps.
bonifarz {l Wrote}:I have the impression the point of the map pack is to make an extensive collection of maps easily accessible.
bonifarz {l Wrote}:Concerning the mentioned checkpoints, I agree, some of the reworked maps (Straining, recovery... ) seem to miss respawn points that were present in earlier versions.
TristamK {l Wrote}:Can you test few maps : df_havoc_normal (or other maps with "df_" in name), race006-sp, dw_demo, mystic-normal ? This maps originally created for modified time-trial but since some things stop work i create version for playing on servers with default settings. So i need to know, how it work and how this maps looks
DeathWater-LT3-sp.cfg // aircoast 200.0
DeathWater-LT3-sp.cfg // floorcoast 1000.0
GhostCity.cfg // aircoast 40.0
GhostCity.cfg // floorcoast 10.0
HaPi-normal.cfg // aircoast 10.0
JumpMaze1-normal.cfg // aircoast 100.0
JumpMaze1-normal.cfg // floorcoast 200.0
LongRoad.cfg // aircoast 75.0
LongRoad.cfg // floorcoast 1000.0
MiniRocks-sp.cfg // aircoast 15.0
Reaction.cfg // aircoast 200.0
Reaction.cfg // floorcoast 10.0
Reaction.cfg // slidecoast 100.0
RollerCoaster-LT41-sp.cfg // aircoast 50.0
RollerCoaster-LT41-sp.cfg // floorcoast 1000.0
RollerCoaster-LT41-sp.cfg // slidecoast 500.0
Synergy-Normal.cfg // aircoast 100.0
Synergy-Normal.cfg // floorcoast 1000.0
Synergy-Normal.cfg // slidecoast 1000.0
Synergy.cfg // aircoast 70.0
Synergy.cfg // floorcoast 1000.0
Synergy.cfg // slidecoast 1000.0
TronTime-LT37-sp.cfg // aircoast 200.0
castle.cfg aircoast 8.0
df_city-normal.cfg // aircoast 1000.0
df_city-normal.cfg // floorcoast 1000.0
df_city-normal.cfg // slidecoast 1000.0
df_cubes-normal.cfg // aircoast 200.0
df_cubes-normal.cfg // floorcoast 600.0
df_desert-normal.cfg // aircoast 1000.0
df_desert-normal.cfg // floorcoast 1000.0
df_desert-normal.cfg // slidecoast 1000.0
df_expellam_normal.cfg // aircoast 1000.0
df_expellam_normal.cfg // floorcoast 1000.0
df_expellam_normal.cfg // slidecoast 1000.0
df_fame-normal.cfg // aircoast 1000.0
df_fame-normal.cfg // floorcoast 1000.0
df_fame-normal.cfg // slidecoast 1000.0
df_havoc_normal.cfg // aircoast 1000.0
df_havoc_normal.cfg // floorcoast 1000.0
df_havoc_normal.cfg // slidecoast 1000.0
df_lodestar_normal.cfg // aircoast 1000.0
df_lodestar_normal.cfg // floorcoast 1000.0
df_lodestar_normal.cfg // slidecoast 1000.0
df_maturate-normal.cfg // aircoast 1000.0
df_maturate-normal.cfg // floorcoast 1000.0
df_maturate-normal.cfg // slidecoast 1000.0
df_outlet-normal.cfg // aircoast 200.0
df_outlet-normal.cfg // floorcoast 400.0
df_redrock-normal.cfg // aircoast 1000.0
df_redrock-normal.cfg // floorcoast 1000.0
df_redrock-normal.cfg // slidecoast 1000.0
df_revilium_normal.cfg // aircoast 1000.0
df_revilium_normal.cfg // floorcoast 1000.0
df_revilium_normal.cfg // slidecoast 1000.0
df_velocita-normal.cfg // aircoast 1000.0
df_velocita-normal.cfg // floorcoast 1000.0
df_velocita-normal.cfg // slidecoast 1000.0
dw_canal-normal.cfg // aircoast 1000.0
dw_canal-normal.cfg // floorcoast 1000.0
dw_canal-normal.cfg // slidecoast 1000.0
dw_demo-normal.cfg // aircoast 1000.0
dw_demo-normal.cfg // floorcoast 1000.0
dw_demo-normal.cfg // slidecoast 1000.0
ghost_city.cfg // aircoast 40.0
ghost_city.cfg // floorcoast 10.0
halfpipe.cfg texcoastscale 0.100000
ire.cfg // aircoast 50.0
jm_amnesia-normal.cfg // aircoast 12.0
jm_cosmo-normal.cfg // aircoast 10.0
jm_jungle-normal.cfg // aircoast 15.0
mariolandpart2-sp.cfg // aircoast 10.0
mystic-normal.cfg // aircoast 70.0
mystic-normal.cfg // floorcoast 1000.0
mystic-normal.cfg // slidecoast 1000.0
race006-sp.cfg // aircoast 10.0
tetris-race-sp.cfg // aircoast 10.0
trials-sp.cfg // aircoast 10.0
uberslide-sp.cfg // floorcoast 1000.0
vrtraining01-ifp.cfg // aircoast 60.0
I guess they should be the same in all df_ maps? Some still seem to use defaults
qreeves {l Wrote}:Anyone keen to go through these and collect a sample for possible inclusion in RE?
radiant {l Wrote}:df_badroad is playable with the default variables too, but it isn't really interesting that way and of course there's only going to be time for one lap at most with the default time limit. Just in case it's worth including for the sake of completion.
qreeves {l Wrote}:Anyone keen to go through these and collect a sample for possible inclusion in RE?
bonifarz {l Wrote}:It seems the most polished ones of these maps already do have their separate topics
bonifarz {l Wrote}:One particular map that has been an all-time-favorite in trial-games is escape: viewtopic.php?f=73&t=2110
I have seen at least four different versions of this map, plus two or more "hard" versions. Often there were problems with the custom sounds, so we should probably have a look at the latest version in TristamK's package. Considering the high popularity and different style of the map, I think it would make a nice addition.
ballist1c {l Wrote}:"Sniper-Gotch"
Evropi {l Wrote}:A while back I promised in IRC to test all of the maps and see if any of them are up for inclusion in the Subversion tree. If there's anything we need, it's certainly high quality time-trial maps. Time-trials are like movies; you watch them once and forget about them. Most other maps are like music; they can still be fun on repeat. This is why I began this task.
Well, I don't think I can complete it (I have done all maps apart from the ones in the "TristramK" folder). I'll let you know by the end of the week, otherwise I will release an Evropi mini map pack based on 1.0, of the best or otherwise intriguing (e.g. very pretty) maps from community map pack 1.0.
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