Duel (CPM3QW)
4K^sae
vs
Vo0
10 minutes, Deathmatch 3
Wed 29 October 2003 on GamePoint KTPro Duel/2on2 #1
ping pl frags name Kills Deaths RA YA
25 0 30 Vo0 33 14 19 19
41 0 4 4K^sae 8 41 8 16
35 0 spec cure 0 0 0 0
Award Score Winner(s)
Frag Streak 19 Vo0
Spawn Fragger 5 Vo0
Wednesday 29 Oct 2003, 17:41
#1:
cure
imo the lift should be replaced with a bouncepad, the lift is rather slow and makes alot of noise at the same time.
Wednesday 29 Oct 2003, 17:45
#2:
Vo0
imo the scale is too large. You can jump farther in cpma than in qw. I mean in cpma you can jump from mh/rl to lg/ya, thats no practically impossible. Also the jumppad is borked cause ther is not enough air control. The scale at the ya above rl near the supernailgun (yeye), is also too large.
Anyways I think this could be a good map if some things got edited, was fun too play tho, I don't play qw at all :)
gg
Wednesday 29 Oct 2003, 18:21
#3:
phil
the scale is a little too large... but its actually enough for most jumps.. the jumppad is easily "mastered"

anyway gj povo, and dont be shy to release a "fixed" cpm3qwA :)

also without railgun a lot of tactics change :(
Wednesday 29 Oct 2003, 18:37
#4:
Vo0
it plays weird tho but its cause im used to cpma :)
armor respawn every 20s is a bit faster, you can load up too easily imo
dunnoooooo
Wednesday 29 Oct 2003, 18:48
#5:
sae
i think it plays terrible :(
bounce pad things dont work too good in qw.
Wednesday 29 Oct 2003, 18:52
#6:
Vo0
it works well on aerowalk ?
Wednesday 29 Oct 2003, 19:21
#7:
phil
aerowalk has a little slope thingy that pushes u forward.

same thing should be done on cpm3qw maybe.. an upside triangle in the center of the jumppad, way above. and scale up the jumppad speed so it pushes you up just enough to hit the slopes.. of course if u jumppad on center then u still stuck...
Wednesday 29 Oct 2003, 21:49
#8:
phil
correction actually aero has two trigger_push ? that would work but u need to know how to use trigger_push properly (im sure povo does :))
Wednesday 29 Oct 2003, 22:33
#9:
Povo-Hat
if the lift were replaced by a jump pad, you wouldnt be able to get to the mega or rl from it.

re the other "jumppad"

i didnt want to replace it with a lift because you cant chase or fire up behind them, making for a rather easy escape. I was considering putting some clip brushes on the roof to help angle you out, but i thought it might interfere with normal play.

probably not as much as a couple of push triggers sitting on the roof, but feel free to screw around with it, thats what the .map is for

Quake's trigger_push doesnt give much in the way of direction. Either up, down or anywhere horizontally, not a combination of any. if the trigger_push entity had a target key that could be pointed at a info_notnull or something, proper jump pads might be feasible

btw, mega/gl to ya/lg is very possible, just requires very precise movement
Wednesday 29 Oct 2003, 22:57
#10:
phil
sounds like a rewrite of ktpro with some new trigger_pushes is in order :) (btw i think the pointing at entity idea is horrible... quake1 allready had "3d" angles implemented in info_intermission, right?)
Wednesday 29 Oct 2003, 22:58
#11:
phil
er not rewrite, just a couple additional entities
Wednesday 29 Oct 2003, 23:30
#12:
Povo-Hat
yeah info_intermission has the mangle key which accepts pitch yaw and roll
Wednesday 29 Oct 2003, 23:30
#13:
Povo-Hat
and the entity pointing idea was just because thats how quake3 gives its bouncepads a target
Thursday 30 Oct 2003, 00:14
#14:
phil
oh well then maybe its sensible :)

i have no clue about q3 mapping :(
Thursday 30 Oct 2003, 09:30
#15:
ApoKaLypZe
Looks like it?s harder than you think to convert a map successfully from one game to another by judging from the comments.
Imo all versions of a q3-aerowalk are either too compact or too large and with shitty features.
If any cpma-mapper reads this, a cpma-version of Skull Hunt (skull) with some modifications would be just awesome, since the cpma-physics are more suitable than the qw-physics on that particular map.

ApoK
Thursday 30 Oct 2003, 09:34
#16:
sae
i agree there really isnt any real nice conversions, not because of the poor work but for the fact that it will never be the same.
The reason why the bounce pad works in aerowalk is because it forces you where you need to go, and you cant go any other way once you are on it.

Maybe if the shaft where you go up on the bounce pad more not as wide, then you wouldnt have to bounce twice to get where you want to go, it seems u can actually move further in the air in cpm than you can in qw.
Thursday 30 Oct 2003, 22:14
#17:
Povo-Hat
i just bothered to put together a demo of some jumps on the map, so you guys have an idea of what is possible

http://povo-hat.lemike.com/demos/cpm3qw_blah2.qwz
Sunday 02 Nov 2003, 21:49
#18:
Schism
I would switch top SNG and LG :o
Friday 14 Nov 2003, 00:21
#19:
Anonymous
this map owns!
Friday 19 Dec 2003, 00:13
#20:
oldude
Amazing, nice job!
Sunday 21 Mar 2004, 04:18
#21:
Anonymous
cpm3qw > cpm3a
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