It Aint Over Til Its Over
#12410 posted by mfx on 2015/07/10 01:31:11
^
#12411 posted by - on 2015/07/10 01:31:20
Listen to Daz and be calm, all is fine.
ALSO LISTEN TO MFX THE SNIPER
#12412 posted by - on 2015/07/10 01:31:51
Mfx Is Over
#12413 posted by czg on 2015/07/10 10:21:21
Chill Winston
Looks Lovely!
#12415 posted by Breezeep_ on 2015/07/10 22:35:44
Another Update On Escape From Your Cell
#12416 posted by aDaya on 2015/07/11 01:26:11
*Fixed the readme file
*Fixed some geometry errors like clipping brushes
*Added a new spice to the final fight
*Fixed ogres appearing at the wrong skill
https://www.mediafire.com/?449awkn0ijiw8kx
@Daya
#12417 posted by adib on 2015/07/12 20:44:01
Nice! And talk about EXTRA spice.
It's Out
#12418 posted by adib on 2015/07/12 20:55:44
I'd like to hear your thoughts about this 1v1 deathmatch level:
https://drive.google.com/open?id=0B3Ww0W8WFfq7ejJqTFRONUNUUEE
The textures are mine, except for the stock Quake teleport. The skybox is derived from a Q3A skybox I took from .:lvl:. The sky texture (for those who don't like skyboxes) is derived from a picture I found at http://thefulldomeblog.com/ All credits will be in the final version.
To make things easier, the zip contains the level, the Reaperbot and MarkV executable. Just run markv.bat on Windows and you're set. To add a bot and start the deathmatch, just press B. I recommend to add just one, it's a tiny level.
I wasn't cheap on geometry. Think I pushed the limits a little.
To do: music (it's being made by a friend).
Just let me know your impressions.
Also...
#12419 posted by adib on 2015/07/12 20:56:16
... it doesn't have a name yet, and I'm open to suggestions.
#12420 posted by Spirit on 2015/07/12 22:46:44
Super pretty! Reminds me of counterstrike
No idea about DM.
Never ever put a id1/config.cfg in a download. >:D
Oops!
#12421 posted by adib on 2015/07/12 23:27:53
*facepalm*
Here is a better zip. Deleted the other one, so no one curses me.
https://drive.google.com/open?id=0B3Ww0W8WFfq7Tk5KUVpIU0FnMDA
Escape By Daya
Not bad. Seems to be improved a bit. When you said you added extra spice I'm not sure that's what I had in mind ;)
Adib
that is a very nice and striking visual you have in that map. Reminds me of some of the later UT99 community maps with the texture set.
In terms of gameplay I think you really need several ways up the tower. Someone with the RL could easily dominate the whole map at the top since it has just one entrance and you can pretty much rain down rockets at people below.
@Fifth
#12424 posted by adib on 2015/07/13 02:40:30
Wee, thanks!
Yes, more than one way up (to every floor, by the way) is always a good thing.
But the upper two floors only have the bigger weapons, 1 health and some ammo. Health and armor is at the lower two floors. Doesn't it give balance?
I was thinking about a secret with a Quad at the first floor (or maybe underground), so you can get to the top with: yellow armor, mega health, super shotgun, super nailgun and quad, giving you leverage.
What do you think?
Damn, These Are Some Sexy As Hell Textures
#12425 posted by skacky on 2015/07/13 02:58:53
@skacky
#12426 posted by adib on 2015/07/13 03:52:02
:D
Couldn't use all of them yet. There is a sidewalk, a brick road, grates and fences, arches, iron gates, plants, parquet...
Adib
#12427 posted by mfx on 2015/07/13 05:58:01
Level looks great, played a few rounds with bots.
Fifth already said it: a second choice of route up is needed.
After that, make a singleplayer map.
..and show us the other textures!
Sure Thing
#12428 posted by adib on 2015/07/13 07:57:39
Yes, a single player would be nice. Gotta organize prefabs and wads out of this stuff.
What about these map jams? Is it a thing closed to friends, or anyone can join?
#12429 posted by mfx on 2015/07/13 08:28:40
Anyone interrested and able to map can join.
Adib.
#12430 posted by Shambler on 2015/07/13 10:15:46
Satan's scrotum those textures are NICE - best new ones I've seen in Quake for a while. Great use of fog and lighting too.
I'm not really sure about DM but it seemed like the map wouldn't be free-flowing enough, needed a bit more openness and route choices.
Adib
#12431 posted by dwere on 2015/07/13 12:07:55
I've used the provided executable and batch file, but I can't see anything because of the fog.
@dwere
#12432 posted by adib on 2015/07/13 13:24:49
Really? That's odd. You're the first to give this feedback. Maybe it's an engine issue and some cvar tweaking at the console would help.
@Shambler
#12433 posted by adib on 2015/07/13 13:28:22
That's exactly where the textures came from, how did you know?
And yes, I'm thinking about a second route now.
Thanks!
@dwere
#12434 posted by adib on 2015/07/13 15:34:35
Set fog 0 and r_skyfog 0 in the console to get rid of the fog.
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