Quake Live

Quake Live

Justified & Ancient
16 Comments
[SRRP]SGT.Problem 25 Sep, 2017 @ 9:19am 
Would be nice to be able to reach the sides of the map where there is rocks/mud and a hole in the large gate or in a wall somewhere. Also too symetrical, could have a larger tower on a corner that we could play in.
Ice  [author] 9 Apr, 2017 @ 3:31pm 
Minor update.

Removed Quad Damage and replaced it with a Large Health on the bridge.

Corrected a bug that was causing the map to crash after around an hour of play.

Remade the water as it was a bit buggy.

Tidied up a few more textures.
Ice  [author] 2 Apr, 2017 @ 9:53am 
New preview and screenshot images uploaded showing the massive improvement to the lighting and textures, particularly the water texture now looks much better.
Ice  [author] 2 Apr, 2017 @ 7:34am 
Another quick update.

Added a few more player spawns. This has opened up the fighting a lot as most the of the player spawns previously were all too centralised.

Moved the Quad Damage to under the bridge and replaced it with the Red Armour. Now there's a risk involved with going for the Quad as you'll be under water temporarily.

Fixed some clipping on the bridge. The bots will no longer walk along the outside of the bridge.

Fixed a bug with the water, that appeared since the latest GTKRadiant build, were only some of the water was actually behaving as water. I retextured the water and moved the Quad Damage up a little and this seemed to do the trick.
Ice  [author] 1 Apr, 2017 @ 6:05pm 
The latest GTKRadiant 1.6.5 version has been uploaded.

Unlike previous versions which were conversions of a Quake III Arena .bsp file using q3map2. This version has had the .map taken into GTKRadiant 1.6.5 and then been compiled for Quake Live with QL lighting, effects and so on... So you'll probably notice a big improvement here.

Fixed shotgun ammo not spawning issue.

Tidied up a few textures, but not all.

Let me know what you think of the latest version.

ô¿ô
Ice  [author] 1 Apr, 2017 @ 6:04pm 
Thanks chris_clash glad you like it, I've just uploaded a new version you should check it out.
chris_clash 1 Apr, 2017 @ 2:19pm 
looks better then some the stock maps just re downloading QL to get warmed up for Quake champions :)
Ice  [author] 26 Mar, 2017 @ 1:33pm 
Thanks for the feedback, it's appreciated :) Yeah it looks like there's still a few things I need to work on, and there was me thinking it was gonna be easy as well lol.
^7rOx^1X^4z 26 Mar, 2017 @ 12:20pm 
Hey, dont get me wrong. Good job! ... But one thing I still have ...
https://drive.google.com/open?id=0B0GzZhJRsprwNnFxTXNVVGZGaDQ
Ice  [author] 26 Mar, 2017 @ 11:43am 
Yeah I made the map back on Quake III Arena using GTKRadiant.

Strange that texture looks perfect on my setup, I took the screenshots above within Quake Live.

Yeah the balancing isn't perfect, the map was meant to be part of a Rocket Arena 3 map with no pick-ups.
^7rOx^1X^4z 26 Mar, 2017 @ 11:18am 
Hi
This seems to be a good map. Did you make this map?

If it is not your map, enter the author's name. If you're the author, ignore it.
https://drive.google.com/open?id=0B0GzZhJRsprwR2pKd1RNbGlDeWc

One of the textures has size problems. Note that the texturesize ratios of 1:2, 1:4, 1:8; 1:12 and so on.
https://drive.google.com/open?id=0B0GzZhJRsprwUWNzekFUekM0VTg

Check your setup. Duel with Quad Damage? ... wtf ... :)
https://drive.google.com/open?id=0B0GzZhJRsprwRl9qSDNpeUoxOTg
This map can be more than FFA or CA. Spend some time and create a nice setup for more than one gametype.

greetz :hello::combokill:
Ice  [author] 26 Mar, 2017 @ 10:24am 
Added support for Free-for-all, Duel, Team Deathmatch, Clan Arena & Freeze Tag.

This should now be the final version.

But probably not!

ô¿ô
^4ρσяи^1ѕ^4тαя 26 Mar, 2017 @ 6:46am 
Hi again! I shall mention that I dont know a shit about Clan Arena and my ELO is one of the worst in the world. So you can ust ignore my words about CA in any cases! I rethinked now and when you compare your map with all classic RA maps this map would fit in to 100% in size. And for freezetag it was awesome like I allready mentioned. Thank you.
Ice  [author] 26 Mar, 2017 @ 6:33am 
The two yellow armors at the top of the tower were meant to balance out the red armor on the bridge for 1v1, but I can see what you mean about it making it a little OP. Thanks for the feedback.

tbh this map was meant to be the 2v2 arena for a Rocket Arena 3 map I was making and RA3 didn't use pickups, so I didn't spend too long on the balancing. Not sure if you played RA3 back in the day, but RA3 maps needed four arenas (1v1, 2v2, 4v4 and a 8v8 Clan Arena) with a lobby. Unfortunately I only ever managed to get the 1v1, the 2v2 and the lobby working for ra3ice1.pk3, I also have a half finished 4v4 (Jailhouse Rox) kicking about somewhere.

I plan to upload the 1v1 from ra3ice1 soon q3re1.pk3 (Q3 Resident Evil 1) which is the first two rooms from the mansion in the original Resident Evil game, the Entrance Hall and the Dining Room.

I'll keep you posted ô¿ô
Ice  [author] 26 Mar, 2017 @ 6:09am 
Fantastic, glad you liked it :)

Yeah I forgot to mention the map name is ja1 oops! I'll add the map name to the next release notes, thanks.
^4ρσяи^1ѕ^4тαя 26 Mar, 2017 @ 5:52am 
I tested 1 vs 1 (bot) OLD_CA and Classic FreezeTag. Bot performed wery well and knowed where and when she should go for Mega and RA. In CA the map feels alittle small with all RLJumping around but in "ontheground" games its a awesome map. 2 yellow armours in towers is maby stylish but maby you should remove one for the gameplay? I liked alot and keeps it on server for classic and ultrafreezetag. For thoose who wondering the mapname in game is ja1. Thanks for your work <3