MOC Mr Fitz's (Q2) Map(s)

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last updated March 16/00

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...

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1) Cannon Fodder (mocdm1.bsp)


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 -

"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
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).

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.

Files  (back)

maps (all bsp go in quake2\baseq2\maps\):
mocdm1.zip  alternate download here (aka Cannon Fodder)- mocdm1.bsp and mocdm1.txt readme file
mocdm1_l.zip alternate download here (aka Cannon Fodder - Lite)-  mocdm1_l.bsp and mocdm1_l readme file
mocdm1_l.aas - gladiator bot aas file - only bot that works really well with my maps - very good bot (see above Dec 29)

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

CANNON FODDER

Features of Cannon Fodder   (back)

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

Description  of Cannon Fodder (back)

Q2 "Jump pads" but much more...
This map has a bit of a medieval theme and is centred on two large "cannons" (thanks David Hyde and others for Q2 jumppads) which will launch the character the length of the map. If you want the Railgun you better get ready to fly.
The cannons face each other and there is also a vertical "well" which launches you too.  What happens when people collide in mid air?  Try launching grenades (using launcher) into the cannons or onto the "jumppads" you can get them to launch the same direction as the player!  The centre "well" is strategic for doing this!  I orignially thought this would be a great way to practice my railing against Eraser bots. Unfortunately, the bots don't work well in the cannons. I have tried my best, to keep r_speeds LOW (avg. 230 world polygons; max. 700 polygons) so the map will run smoothly even on the most sluggish video cards. I have also made every effort to make sure there are plenty of exits (entrances) into each space (all of which are open, but not too open). It is fairly intuitive to figure out how to get around since the design is somewhat symmetrical. If you prefer the BFG or the Hyperblaster...this map is not for you. Sniper-zoom alias is recommended if you use the rail - nothing like gibbing someone in mid-air.

CANNON FODDER (LITE)

Features of Cannon Fodder (LITE) (alternate dl site (back)

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

Description  of Cannon Fodder (*LITE) (back)

This is based on the Cannon Fodder (mocdm1) map but plays much differently. This version cuts the filesize by half .  The cannons fire quicker and always face you forwards to make finding your landing spot and firing in the air much easier. The main room is more roomy at the top and easier to manoeuvre in - for example, there are two ledges at the top and two bridges.  Most of the hallways from the original and the circular staircases are gone : - ( , which means there is, for the most part no place to hide.  If you get more than 3 players in this map there will be mayhem  - since most of the action happens in the two main rooms which are connected in several ways.  As the hallways are removed, so are many of the jumppads - but the two in the main room remain - but they launch you higher (more time to spin around in the air and land in different places). The r_speeds are pretty much the same as the original even though there is more stuff in the main room (How did I do - it? - secret).   I expect if any of these two maps get played, this will be the more popular just because of its smaller filesize - visually though I like the original. Enjoy.
*since it is not a total build from the ground up I my conscience wouldn't let me call it something that did not contain the name "cannon fodder"

Links   (back)

Rust - map design site (Q2 and many more...)
Tread - map editor (Q2 and many more...)
Planet Quake - everything Quake

My most frequented servers   (back)

1) Alldeth (Gx Tourney - free for all) (2 cable connects to one server) use url since ip changes daily
i.e., at the console command line type:     connect alldeth.yi.org OR alldethaux.yi.org
NOW HOSTING MY MAP!!!!!!

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!

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