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16 v 16 player games with bots are more fun than they have any right to be.
Thanks for looking at my work. I am humbled. Is this good enough for Lvl ?
I am a bit stuck and would really value any advice that you would care to give me.
As of 10 minutes ago (28th November 2020) the map is now in final beta & at maximum levels of beautiful (gorgeous dirtmaps, 2hour compile) How to proceed?
Edited 58 seconds after the original posting.
Edited 1.8 minutes after the original posting.
If your level has really been made for 32 players, then it is huge. Quake 3 has been designed for Tourney, DM, Team DM and CTF (at its core).
CTF and Team DM games where designed for 4 to 8 players with the option to expand up. Very few maps have much success over 16 players.
There is a reason for this. Could you imagine trying to get more than 16 players on to a server with a custom map at the same time? Unless you are at a LAN, this is going to be difficult. Even at a LAN, it will be hard as people will come and go all the time. You will also have some lag issues, but that should be less of an issue these days compared to 20 years ago.
On ..::LvL there are a small number of maps made with larger player loads. Check for yourself. Here is a starting point for maps with 8 to 16 player loads: lvlworld.com/searc.../8-16%20players
As you have clearly put a lot of work into your release, you are more than welcome to submit a Q3A version.
My suggestion to you (without seeing the release) would be to break the map up into smaller sections with a player load geared towards 2 to 8 players and release a number of smaller version of the bigger QL map for Q3A.
Find suitable replacements for these assets (and the ammo_pack entities) and you're on the way towards a Q3TA build:
sound/ambient/fan.wav
sound/ambient/loop_telehum.wav
textures/ad_content/1x1_sfx
textures/ad_content/2x1
textures/ad_content/8x1_sfx
textures/base_floor/clang_floor4
textures/base_floor2/clang_floor3bstairtop_wide
textures/base_light/ceil1_22a_5k
textures/base_light/ceil1_30_5K
textures/base_light/geolight4_1k
textures/base_light/light5_3k_blue
textures/base_light/striplight_blue2
textures/base_light/striplight_red_500
textures/base_trim/cautionstripes_07
textures/base_wall/concrete_darktrim_blue_2
textures/base_wall/concrete_darktrim_red_2
textures/base_wall/metal_ribbed_02
textures/ct_infinity/trim_01
textures/ctf/ctf_blueflag2_still
textures/ctf/ctf_blueflag3
textures/ctf/ctf_redflag2_still
textures/ctf/ctf_redflag3
textures/ctf2/blueteam03
textures/ctf2/redteam03
textures/proto2/cables
textures/proto2/grimy_ceiling_painted
textures/proto2/heat_tile03
textures/proto2/pipewall01_noalpha
textures/proto2/proto_lightamber_500
textures/proto2/steam02
textures/proto2/tin_floor05big
textures/proto2/wallctfbluetrim
textures/proto2/wallctfredtrim
textures/sfx/blue_techfloor_kc
textures/sfx/ntrl_techfloor_kc_teal
textures/sfx/red_techfloor_kc
textures/sfx/tesla1_nonsolid
textures/sfx/wall_jump_blue
textures/skies/meth_clouds_green
textures/terrain/qzterra1_pond1
textures/terrain/qzterra2_rock1
It might be useful as you mentioned the distribution of QL assets.
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