Two maps which are somewhat similar. I have 2 others but they are custom and too wacky for public consumption. More to come...maybe...drop me an email if you like what you see so far...
| update | files | features | description | contact |
| Sign Guestbook | View Guestbook | acknowledgements | servers | links |



2) Cannon Fodder LITE (mocdm1_l.bsp)


Update
March 16/01
My map - mocdm1_l.bsp - cannon fodder (lite)
- got reviewed on RawShark's
q2dm review website (one of the few active q2dm review sites left).
There should soon be a review at the Z-Axis
site too. RawShark seems to like it -
As promised here is the mocdm1_l.aas file for the mocdm1_l map - so you can play with gladiator bots (see links in Dec 29 update)."The construction is great and some of the lighting is interesting. It's a very unique map and worth grabbing just to see how original this mapper's ideas are." RawShark
Dec 29/00
I discovered (via Yoda's server) that Gladiator
bots work superbly on the Cannon Fodder maps (unlike the Eraser bots) -
that is Gladiator bots
are
subject to the push entity (i.e., wind and "jumppads"). Don't know
what a bot is? Imagine playing against artificial players that play
almost exaclty like real players (not like the monsters in the single player
game). I strongly suggest using the OSP
Tournament server which is a Q2 DM server mod that is totally customizable
(e.g., voting on things like maps, weapons, kicking players, and adding
bots) and - funny enough - supports Gladiator bots but the players do
NOT have to have the Gladiator software! Soon I will add
the mocdm1 and mocdm1_l .aas files - but you can create them yourself with
either of these pieces of software.
Nov 18/00
Alldeth is
finally hosting my map (thanks)!!! For some reason I cannot get into
his server anymore so I haven't actually played it there.
Oct 13/00
Cannon Fodder (lite) is now ready. This
version cuts the filesize by more than half and only somewhat resembles
the original (still preferred for groups of 5+ players), but with some
added touches to make gameplay fast! The main room is much more roomy
and easier in which to manoeuvre - there is a ledge at the top and two
bridges. See the full description below. Hopefully Alldeth
will host this map...that is why I created it...
Oct 5/00
Cannon Fodder is now apparently going to be
hosted on Delectable
[ESP]'s server
(appologies, I had it labelled wrong previously)? Though Cannon Fodder
IS done, I have decided to make similar but smaller map for dm play - called
Cannon
Fodder (Lite). The host (alldeth) for
one of my favorite servers (see below)
refuses to host mocdm1 (Cannon Fodder) - apparently it is too big.
I hope to get it below 1 Meg - I have started already, but it will take
time, check back for it. I have added a guestbook
(above) so please make comments. I have also added all my "moc"
skins to date - small file
- you will be able to see me coming if you play on the same servers as
me (enjoy)
Sept 13/00 (back)
Found another trigger that didn't work in software
mode - tested with people in the Zone where many still use this video mode.
In the spirit of being "inclusive", I changed the file - get the new version
and (make sure you delete all instance of the old one since they have the
same name). NOW its DONE (this
is getting embarassing)
Sept 12/00
Okay, now it's done.
Minor update to the mocdm1.bsp file (note the
name hasn't changed so you will have to overwrite if you have the older
version of this file). A trigger did not fire in software video mode.
I rarely play in this mode so didn't catch it first time around.
Sept 8/00
This has become more of a saga that a map, but
I think (fingers crossed) it is DONE!
It is finished, that is, as long as nobody finds any substantial errors.
I reduced my r_speeds considerably
(see Aug 30/00 below) in the main room and elsewhere. Yes I had to
use areaportals - something I wanted to avoid - but these helped immensely
(most areas r_speeds were halved!). I use silent triggered doors
so playability is not really effected. I also used brush
entities (doors with names for triggering
but no actual trigger) to help cut down on wpolys - really helps if used
wisely! Unfortunately, you cannot put items on top of these, so the
pickups had to be rearranged. I discovered I had an errant portal
which was causing many areas to join for vis when they shouldn't have.
It turns out that the portal was only created on odd compiles - sometimes
I even had to shut down Tread (my
editor) and restart to get it to compile with the right configuration.
How do I know - areaportal error "areaportal does not touch two areas"
- these would show up on some compiles, indicating a leak from one area
to another where none theoretically should appear. Qbsp3 (even Dewan's)
doesn't always cooperate. Some "verticality"
has been added to the main area too by including some ledges
for sniping or maybe having a lovely picnic. ChrisHester suggested
if I am going to use a door texture I should actually make doors (in the
circular stair areas) - so I did - a sort of
'homefree' area when you want to have a break
from the action.
Aug 30/00
Please help me with my r_speed
dilemma.
Aug 24/00
This is the next to last version of the map.
Why so many edits? Because I spent so much time on it, I want people
to actually play it (apparently there ARE still people playing Q2...).
I sorted out my vertex alignment problems in the cannons (for the most
part). I also caught the misaligned brush that would catch you in
one of the tubes. There are no more phantom brushes that I can see
(a problem with using "wonder brushes"). I am going to see if the
Rust people will post a POTD to get more feedback. I ran a server
and "stole" Colleen_08, Kickaha4, and __iJaG_iNsAnE__ away from Alldeth's
server and things seemed to work well - comical at times (thanks) but I
am hoping somebody might put this on a server to try with a larger group.
I would appreciate feedback at the Rust
forum (Q2 section) or via email
.
Aug 16/00
With much help from Maddog (see acknowledgements)
and his "wonder brush" I have managed to get the cannons to line up with
the wall. I have added 4 areaportals to cut down on the r_speeds
in the main long room. I would appreciate feedback at the Rust
forum (Q2 section) or via email
. You can help me add to the following list:
1) phantom brush extension on cannon feed tube
2) light fixture on rafter beam eliminate light
property on sides.
I have had no luck with problem 1, manipulated
vertices like crazy but... so if you want to look at the mapfile (below)
and indicate if I am missing something, much appreciated.
misc:
space1
alternate
dl - environment (it will look odd without this...)
sniper-zoom
alternate
dl - gun scope for zooming in (readme file included with installation
instructions)
moc
skins alternate
dl- about 5 skins I regularly use - makes me easy to pick out in a
crowd - one actually has a target (bullseye on the back) - unzip them into
your quake2\baseq2\player\male\
directory
hockey_player
alternate
dl- this is a hockey player model from the polycount
site but with some (Adam Sandler) sounds
| type | deathmatch (standard Q2, no mod in mind) |
| concept | medieval? theme with two cannons which fire YOU |
| number of players | 4-16 (though still fun 1 on 1) |
| custom textures/sounds | none |
| environment | space1 |
| weapons | all but BFG and Hyperblaster |
| lava | none |
| water | none |
| doors (swining/sliding) | uh, ya...but very unobtrusive since invisibly "triggered" |
| map editor | Tread V1.02 but get 2.0 (soon, to be improved) at: Tread |
| file | unzip into your quake2/baseq2/maps/ directory |
| type | deathmatch (standard Q2, no mod in mind) |
| concept | similar to original, but for fast play with smaller group |
| number of players | 2-8+ |
| custom textures/sounds | none (though I was tempted...) |
| environment | space1 |
| weapons | all but BFG and Hyperblaster |
| lava | none (I h8 lava) |
| water | 2 very small puddles - but with mysterious effect... |
| doors (swining/sliding) | unobtrusive since invisibly "triggered" |
| map editor | Tread V1.02 but get 2.0 (soon, to be improved) at: Tread |
| file or go here instead | unzip into your quake2/baseq2/maps/ directory |
2) -=Bits
n Pieces OSP free for all=- 209.67.106.111 (Delectable [ESP]'s server)
i.e. at
console command line type: connect 209.67.106.111
(if you like my map and you tell
Delectable maybe....)
Acknowledgements
(back)
MadDog
via
the Rust forums has been
very helpful with the final stages of this map, thanks loads. Recently
"some_guy_I_know" gave some great feedback regarding r_speed reduction
an some problems with the centre "well".
Joe, Nick, Sean, Wayne of the Tread
team all of whom at one point or another helped
with Tread (awesome support for "FREE"WARE) and
may design problems. David Hyde
(used his "nostatus" mod for making the no-HUD screenshots on this webpage)
for not only "unlocking" the push_entity capabilities but for answering
several map editting questions (and for sending me the .map for Q2 8 trackstereo
- used in my first ever map). Thanks to Higgins for beta testing
early versions of this map!
1&l=NE&b=0&t=965061575';yfEA(0);