Neat
#1 posted by
Zwiffle on 2008/03/02 02:44:57
Played for a bit in the medieval arena level on hard mode until about wave 12-13. Didn't bother to check, but is there a tutorial on how to map for this? I was hooked on Lunaran's byzantine level for doom 3, which played a lot like this, for quite a while. Pretty fun what I played.
#2 posted by
JneeraZ on 2008/03/02 04:14:58
I'm going to put together something tomorrow about how to map for it. I'll include a .def file and all that jazz... Will announce here when it's done!
Love It
#3 posted by
Sielwolf on 2008/03/02 06:22:14
great idea to have the arenas change over time and a real challenge to keep up the concentration. Also, minions <3
Btw I guess it�s recommended to play with aguirRe�s engine, had no problems with overflows even during the most intense battles.
Bring on the arenas!
Bug?
#4 posted by
Sielwolf on 2008/03/02 08:13:23
in the metal arena, my enforcer minions are able to damage me?!
Nice!
#5 posted by
Spirit on 2008/03/02 10:55:56
and awesome levels. Really makes me want to map for it, I have a nice idea in my mind.
I do not like that reverse weapon cycling is not possible. I am very dependant on it. :(
And that minions can hurt the player while he cannot hurt them.
It is great that one can save!
#6 posted by
JneeraZ on 2008/03/02 11:43:20
Seilwolf
It's playable in standard software Quake, you shouldn't need special engines. Did you overflow? If so, at which level? I thought I was disposing of bodies/gibs quick enough but maybe not.
As for minions damaging you ... well, I wasn't sure what to do there. I kind of like that they can but I can take that out. I might make a newer version where the minions can't hurt the player or each other.
Spirit
What do you mean by reverse weapon cycling? I didn't intentionally change anything related to weapon switching.
#7 posted by
Kell on 2008/03/02 11:44:11
I do not like that reverse weapon cycling is not possible. I am very dependant on it.
This was my biggest frustration. In any arena/horde combat I need to be able to switch between all weapons quickly.
AFAIK this is fixable in any mod: it works in SoA and in Quoth. Plz be to fixing this kthx
I have a whole ton of feedback, but because of how big a problem the mwheeldown binding is I will reserve judgement until I can play the mod with it.
Willem
#8 posted by
Spirit on 2008/03/02 11:55:48
impulse 12: Being able to switch to weapons like 8-7-6-5-4-3-2-1 (mousewheel up or E for me), not only 1-2-3-4-5-6-7-8 (mousewheel down or T for me). It was added in Quake 1.06.
http://www.idsoftware.com/documents/v106.txt (#14)
Yeah...
#9 posted by
metlslime on 2008/03/02 12:05:14
there was another recent mod that was missing this feature. I guess you guys were both using an older version of the quakec source as a base.
#10 posted by
JneeraZ on 2008/03/02 12:34:48
Huh, i was sure I started with with 1.06 source. Will look info it, thanks!
#11 posted by
JneeraZ on 2008/03/02 12:35:52
Where might one find the absolute latest QuakeC source then so that I can diff it against mine?
Don't Tell Me You Used 1.0 As A Base...
#12 posted by
negke on 2008/03/02 12:40:08
Nice little mod anyway. The arenas look neat. I feel a certain urge to contribute some as well - Spirit, let's team up.
I think it would be a bit more rewarding if the game did end at some time (maybe by being able to set the fraglimit, where 1 wave equals 1 frag), or at least display some stats (kills/waves/dmg/etc) when dying. This would create a sense of accomplishment and allow for comparison/competition.
#13 posted by
JneeraZ on 2008/03/02 12:42:36
Yeah, I wanted to do a stats screen but I couldn't figure out how to do that once the player was dead. I figure one of those screens with the text slowly appearing would be great for displaying stats and results.
And wait until this editing info screen done. I'm going to make that my main focus today. Maybe we could get some arena packs going! :)