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New Q1 Map "VeniVidiFuzzi".
To make the Q-Annivers2010 a little present here my support to the unbreakable Quake One game!
A fine Greece medieval map, shaped up with the hexen wad, some new flavoured monsters, and an ache in my head. Grab it if you can, catch me on the less spiking wits of a few homs and quicksand, that punched me untill I gave up.

Rather large level, I only testedit in Fitzquake, but as I succeeded to stay below the 32672 clipnodes this baby is free to go!

download:
http://members.home.nl/gimli/veni05a.zip

screenies:
http://members.home.nl/gimli/veni0.jpg
http://members.home.nl/gimli/gimli00.html

demo:
http://members.home.nl/gimli/vevifu_demo.7z

- QUAKE ONE FOR EVER -
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@necros - I haven't Doom3, but I'm working with 3DMax to fetch the manual. For me it is the only way to re�mport models from Quake without triscount loss. I've got a torrentbitch, but I can't conceal the keygen.
Also I tried QR but I got knocked out with the install.

What mostly concerned me was the way to import animating models, as I managed to import only one model. As soon as I added another animating one, the framecount started interacting with eachother. In models.qc there are already flame and flame2.mdl which use frames. Strange enough I had the same problem with sprites.

@rj - fine you enjoyed the level, redslammer is been good textured, that I must aprove to neg!ke. I was inspired by the Hexen2 wad, and used just a few of it. Their dimension is slightly different to Quake which produced a lot of scaling.

Yes, skeleton is used broadly, just because.., well.., I just can't stand him!
GrenadeLauncher is in the side door in the street-round.
If you watch carefully you can see some doors couldn't be opened otherwise, without appearing from secondlevel or sideways. 
 
there's even a rocketlauncher, if you look close to the ledges up there. 
 
I've got a torrentbitch
i know you meant something else, but that's hilarious.

In models.qc

models.qc isn't used at all. it was just used by the ancient id modelling programs to create the model files with proper frame names and skins and such.
there are a few other .qc files that aren't used either, jctest, flag, amtest. sprites too i think. 
Ha! 
there goes my lang again..,
and what the torrent meant, made me bitch.

I was puzling with the import of frames.
I used the eyecandy.qc "an entity with a configurable model and frames".
Bones uses a sprite and for some reason it made quake nasty to import it. So I used this eyecandy.qc and suddenly it was in game.
Then, when I wanted to import more animating models, they didn't appear in game.
I still don't know how it works, as I tried an animating frame of the crossbow arrow. In game only one frame appears.

We had this talk earlier about importing models. It seems as if sprites and mdl have a slightly other way to import. 
 
The $frame macros are simply a way of defining recognisable constant names for the numbers 0....n in a quick manner which only lasts for one qc file. The qc compiler has no knowledge of what the actual model file contains, so it just substitutes a frame number for each instance of $stand4 with a 3 - assuming that $stand4 is the 4th $frame that it encounters in the header.
(bold added by me)
from: http://celephais.net/board/view_thread.php?id=60097&start=206&end=206 
 
I understand, but when using two models this option goes short, as the second model can't use frame #1 without further specifying, as it is in use with the first.

The only way to get by this, I think, is with fteqcc, which is more flexible in adding several kinds of entities with their own frames. 
GL/RL 
me = fail

re: textures, scaling is generally bad! it's better to adjust the brushes to fit the textures rather than vice-versa. only time i ever do it is when i want a button or something to be 0.5 x 0.5

re: doors that can't open sideways - in this case i would pick a door texture that doesn't have 2 halves to it :) 
Watch The Demo 
The first version I made with DeathmatchMaker had all textures straight.
But then I ported it to Quark and used default texture.
I decided to leave the textures as default comparing to the hexen2.wad.

In the street only the opening doors have a side tex,
despite of the one that's opening up. (where the GL is).
But that one stands out turned 45*, so it couldn't open aside.

I updated the demo, that's easier to explain what's in the level.
So if you watch it you'll understand, as well as the secrets. 
Fuck 
yourselve 
A Demo On Hard Skill 
One of my favourite maps now. Really sweet :-)

There's how I explored the map on Hard skill:
http://www.primefan.ru/stuff/quake/andrey.zip 
Good Demo! 
You have a good way to turn the monsters up against eachother. In that way it provides a lot of ammu. More the way like running through a place to consilate a lot of rumor, and then hide and watch them kill eachother.

Alright with me as everyone has its own way of playing. I must say there were a lot of items on the end to help you through.

When you end upon the grid above the second room it is plausible to jump on the roof top on the right.
If you take the ledge on the left you'll end up better.

The same goes for the corner at the canal/bridge side when you enter the sidehouse.
If you go to the outer edge you can walk to the lightened window.

I saw you were rocketjumping in the last round.
In the ceiling is shootable panel I better had changed with a switch.
I thought I lightend them well, but the whole level has come a bit overlightened so they were diminished.

Also the crosbow knight has a bad death pose, ending up in the middle frame. One of my breaking qc harms.

Glad you enjoyed the level! 
 
I kept finding myself constantly surprised by the interconnectivity of this map as I played through. Several times, I was pleasantly surprised to find that I had looped back to an earlier area. This worked to the map's advantage because a lot of ammo and health was concentrated in an earlier area of the map, so it made the map flow really well.

The theme was unique and I liked the custom monsters. The map had a special charm to it. The combat was generally very good with a few hiccups - some of the long range combat didn't add much and the section with the slope that leads to a pit with 4 monsters that must be killed behind the wall took some time since the monsters kept running to an inaccessible area behind the wall. Still, the rest of the combat was excellent and I especially enjoyed the custom boss fight since we hardly see enough of this in usermaps.

First madfox map that I've played and it was a terrific experience. I'm looking forward to going through your other releases. 
Cheerz! 
rofl,
you'really welcome! 
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