Great!,
#1 posted by M8one on 2009/09/09 09:25:04
and lets me forget this annoying discussion...
What was it about?
Ehhh,hem yeah!! Germany!!
Great maps by necros btw!!
Cermany?
Hwww!!!!!
Great mapz, Necros!!! Love how you discover you have to kiss the edies goodbye. ;)
Nice oldschool lil' romp, Zwiffle.
Germ-any?
#3 posted by Spirit on 2009/09/09 11:10:39
necros is a one map mapping machine, wow. Fantastic ideas and execution. Zwiffles was good too.
So
#4 posted by Zwiffle on 2009/09/09 17:18:33
I assume someone actually played through my map, which is fine, because I didn't actually test to see if the final part worked or not. I was already a day overdue so just kind of assumed that all the triggers worked, and the final door worked.
For Necros' maps, after playing the first one he sent me I knew there was no way I could outmap that, it was just too damn good. The second one at first I thought was bugged, or maybe I had put it in the wrong directory or something, because it was just too fucking mind blowing (that's what I choose to call it.) I still haven't beaten it, I haven't gotten past the rocket grunts on the boats yet.
But yeah, that first map was toooooooo fucking epic. Very solid turtle map, let alone a speed map!
I Played SM156_zwiffle
#5 posted by Shambler on 2009/09/09 20:06:31
And once again Zwiffle retains the coveted "Least Heterosexual Quake Mapper" title. Bravo.
Someone needs to convert this to QuakeLive.
#6 posted by Zwiffle on 2009/09/09 20:19:05
Thanks bler, I take that as a compliment.
Screenies Pleez
#7 posted by RickyT33 on 2009/09/09 20:19:44
Played Your Map Zwif
#8 posted by necros on 2009/09/10 00:26:37
ending fight works fine, but i fell off the elevated area so it was easier but also annoying because i had to go all the way back to get back up there.
ending chamber was weird but cool. :)
The Monster Count In SM156_Necros2 Is Telling...
#9 posted by generic on 2009/09/10 01:59:04
Zwiffle, I went through one of the windows by the ammo area and couldn't get back 'round. Other than that, I liked your map's style.
Necros, could you please provide a MAP file for sm156_necros and check yourself back into therapy? Thanks.
Seriously, I thought negke was the only one capable of such sweet dementia ;)
Great maps, both of you!
#10 posted by necros on 2009/09/10 02:21:11
http://necros.quaddicted.com/temp/sm156_necros_map.zip
the monster count is misleading. you probably won't even see 10% of that.
the second map i did is really just a bunch of rough, unformed ideas.
Awesome!
#11 posted by generic on 2009/09/10 13:59:15
Necros
#12 posted by Shambler on 2009/09/10 23:21:33
I hate you.
Lol
#13 posted by necros on 2009/09/10 23:43:12
what? o.o
A Hint
#14 posted by necros on 2009/09/11 03:59:07
if anyone is having trouble on sm156_necros2 in the lightning tube with all the edies, you have to shoot the 'god' (ie: the drummer texture) to stop the monsters and escape.
the lightning gets harder and harder to avoid the longer you take and more and more monsters will appear as well.
Nice Maps
#15 posted by ijed on 2009/09/11 05:05:42
That spinning nail trap is fucking great. Is one of the last gods darth vader pouring water?
Zwif - solid fun, although I think I broke it by falling out of the window.
Yeah
#16 posted by Drew on 2009/09/11 19:34:49
I died in the lightning tube, and was pretty disheartened.
Big fan of the first speedmap Necros. Amazed by that nail trap and not sure how you did that. I agree Generic - providing a MAP file would be rad, although I might never look at it.
Kind of glad I didn't submit my map - it would have been lame in comparison.
Zwiffle, your maps are always reliably fun little hallcrawlers and, once again, you came through for me. congratulations on being unheterosexual.
I'm Not Unheterosexual
#17 posted by Zwiffle on 2009/09/11 19:43:53
I'm just the least heterosexual
Drew
#18 posted by necros on 2009/09/11 20:11:49
post #10
the spinning nail trap:
something i don't think anyone noticed is that you can target ANYTHING by a rotater.
this is how the monsters don't fall off the moving boats and the droles are attached to the plane. they are part of the rotater and have the same targetname as the rotate_objects and funce_movewalls.
i've been thinking of combining the chthon killable hack and a slow func_rotating_train to make a moving chthon map which could be cool. (or moving vermii for quoth)
Huh
#19 posted by ijed on 2009/09/11 21:16:24
TBH
#20 posted by Drew on 2009/09/12 02:09:27
I have never even used a rotater, so HA!
my first mapping was in HL, and the quake rotating objects just seemed like a huge pain in the ass to set up, so I've never bothered. Not very dedicated to expanding my skillset, in that regard...
They're Worse In Q1
#21 posted by ijed on 2009/09/12 02:12:28
Origin brushes . . .
#22 posted by necros on 2009/09/12 03:27:58
yeah they suck to set up, but i just love rotating shit.
No Shit
#23 posted by Drew on 2009/09/12 06:35:38
I love that you love rotating shit.
I Love To Shit Rotating...
..so sue me.
Without Rotating Shit
#25 posted by ijed on 2009/09/12 14:21:13
. . . there'd be no cogs.
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