dm_casual by Mouse

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Map Description

From the text file:

This is a smaller map fit for 4-10 players. More can fit in, of course. There's enough spawn points for everyone.

There's a top level which is a small city arena area, two sets of stairs on opposite sides lead down to a lower level that is a small subway station with a working train that rolls through the station every 15-20 seconds or so unless you press the button in the booth to turn it off. The train pushes the player into a forcefield causing death.

The architechture for the subway station is loosely, very loosely, based on a station in Montreal that I spent about 5 minutes in and can't remember the name of it. But it looked real cool.

Secrets: You can phys-jump onto the roof of the center building, there's a crossbow and two armor batteries up there. Best way to do it is to use the radiator.

Weapon list:
Combine Machine Gun - 1
Crossbow - 2
Magnum - 2
Rocket Launcher - 1
Shotgun - 3

Any weapon that you start with is not laying around in the level, but there is plenty ammo.

Enjoy.

Discussion

Posted by Mouse on Tue Jan 4th 2005 at 6:57am
[Author]

Yeah, but I ran the buildcubemaps on it before I released it. :|
Posted by Nickelplate on Tue Jan 4th 2005 at 6:56am

i think the versions that were different was one had "buildcubemaps" run on it, and the other did not. You think maybe that happened?
Posted by Mouse on Tue Jan 4th 2005 at 6:51am
[Author]

Ah! I thought I made that small enough for the cars not to go
through! Well hopefully no one will get any bright ideas.
The cars are a problem in that you want to take advantage of their size
with the gravity gun, but you don't want them to block important parts
of the map. You could just leave them as is and make them
virtually unmovable, but it's not as fun.

SPEAKING OF PROBLEMS

I just caught the map on a server rotation and went in to join, and the
server told me I had a different version of dm_casual. So I
renamed my file and downloaded the map. It was the exact same
map, with the exact same file size. What the hell happened there?

And also, if anyone has any idea why the sounds won't play for the
func_tracktrains when the level is made server
(http://www.snarkpit.com/forums.php?forum=6&topic=3386&2),
that's pretty frustrating.

btw Myrk that gif rules.
Posted by ReNo on Tue Jan 4th 2005 at 2:33am

I've got the problem of cars being too easily moveable at the moment :sad:
Kinda sucks - I don't want to create any really small doorways or
anything and although my current ones dont feel large you can fit the
cars through with a little effort. If players get the cars into the
corridors its pretty bad, and if they reach the sewers then gameplay
would be ruined :sad:
Posted by Joe-Bob on Tue Jan 4th 2005 at 2:13am

I'm curious, how the hell did you get the car down there?
Originally you could get them down through the front entrance, but I
built the green part specifically to stop that from happening since the
cars had a tendancy to stop the train for a long time. I thought
it was impossible to get cars down there at this point.
I took it right through that green part, it wasn't hard at all. Getting it on its side took 3 seconds at most.

User posted image
Posted by Myrk- on Tue Jan 4th 2005 at 2:03am

<DIV class=quote>
<DIV class=quotetitle>? quoting Mouse</DIV>
<DIV class=quotetext>Hahaha, thanks. I played DMC for the first time last night and went 193 frags on DM2 Claustrophobopolis. Guy in first had 194, everyone else wasn't even close. I love Quake1 so much.
</DIV></DIV>

Rawr?
User posted image
Posted by Mouse on Tue Jan 4th 2005 at 1:45am
[Author]

Yes, the train proved to be somewhat troublesome in that way. The
actual tunnel extends pretty far and ends in a pit (all unviewable and
nodraw'd) right past where the train teleports. The pit is
designed to catch any entities. What would happen is that a
person could toss a whole bunch of crap down there (2 cars, 3 combine
pods that used to be in the level, the dumpster, soda machine, etc) and
it would all get pushed to the end of the tunnel. The train was
unable to hit it's path point and it would just never return, but you
could hear it rumbling still. So I put the pit there to catch
physics objects to avoid this problem. Yes, you wind up losing
objects, but I think I have enough weapons and respawnable boxes and
barrels to keep people occupied until the next map.

One of the problems that can happen is you can get an object down there
and it will catch between the train and the part of the arch that
extends past the platform. The train will try to push the physics
object out of the way and can't move until it does so. This can
take anywhere from under a minute for smaller objects (radiator, file
cabinet), to about 5 minutes for something large like the dumpster or
soda machine. Eventually the train just cuts through the object
or annihilates it completely.

I'm curious, how the hell did you get the car down there?
Originally you could get them down through the front entrance, but I
built the green part specifically to stop that from happening since the
cars had a tendancy to stop the train for a long time. I thought
it was impossible to get cars down there at this point.
Posted by Joe-Bob on Tue Jan 4th 2005 at 1:22am

It's probably too late to mention, but you can kill entities
permenantly by tossing them in front of the train. I even managed
to get a car down there and have it be dragged into the void by that
train.
Posted by habboi on Mon Jan 3rd 2005 at 10:00pm

I would :smile: got a server?
Posted by Mouse on Mon Jan 3rd 2005 at 9:09pm
[Author]

Hahaha, thanks. I played DMC for the first time last night and
went 193 frags on DM2 Claustrophobopolis. Guy in first had 194,
everyone else wasn't even close. I love Quake1 so much.