Amphitheater Of Abaddon, Beta Version 3
#15758 posted by Esrael on 2018/07/25 12:21:10
In case somebody would still like to test the map, here you can download the third beta version of the map. I think, unless I get more feedback, I'd consider the single player portion of the map more or less complete. While waiting for possible feedback I'll work on dm modifications.
Changes from beta 2:
- Replaced two death knights with four knights to lessen tedium.
- Increased the chances of a player to react to a fiend ambush.
- Compiled sunlight2 with 1000 sunsamples to improve sky lighting quality a bit.
Re: Quad Path
#15759 posted by jcr on 2018/07/25 17:59:30
The way I see it, the quad path could be an opportunity for a more run&gun approach, where the ring path is the opposite. I think throwing more beefy enemies and weapons along with the quads could make it pretty chaotic. Maybe something borderline horde-ish as a quad path.
Esrael
#15760 posted by Drew on 2018/07/26 04:47:32
sorry but I don't seem to have received the email, or I may have accidentally deleted it or something.
Drew And JCR
#15761 posted by Esrael on 2018/07/26 12:04:54
Drew, did you check the spam folder in your Gmail? It could have very well ended up in there. o: Look for a message with the title "Your demo on the Amphitheater of Abaddon".
About the run n' gun approach: I think changing the quad path to include beefier monsters and weapons would require a bit too much of an overhaul at this point of development to make the change worth it for me.
Plus, unlike in the Subterretrial Hangar, the premise in this map is to keep the core level more or less the same with the same monsters on each of the paths. Adding additional/beefier monsters for the quad path would break that premise, and in the Subterrestrial hangar I hated having to resort to telefragging monsters that are not encountered in other paths (to make it possible to get 100 % kills at the end of the map).
Speaking of the Subterrestrial Hangar, one can finish the map with an SSG, NG, GL, 100 shells, 130 nails, 25 rockets (and an RA if one finds the toughish secret), and with a little bit of testing I just did, I think the arsenal allows for some nice cathartic quad path action, while still keeping the map somewhat challenging.
So perhaps I COULD add at least an SSG to the quad path without making it too easy...
Angles
#15762 posted by nicknick on 2018/07/26 14:59:35
Qtest SP
#15764 posted by madfox on 2018/07/29 01:19:46
Here are some screenshots of maps I made for a SP qtest mod
with the early qtest gifs that were published.
mf_00
mf_01
mf_02
mf_03
mf_04
@madfox
#15765 posted by Tribal on 2018/07/29 01:35:03
This is awesome! =D
I saw the dragon/serpent flying in one of the screenshots... Your mod will feature all the unused models?
just for curiosity's sake i've found this page with three skins for some of the monsters of qtest http://androidarts.com/kawaiik/kawaiik.htm#qtest
@tribal
#15766 posted by madfox on 2018/07/29 03:21:32
Yes, all models that were in the original q1test.
I added the advanced dragons from Patrick Martin,
and my own Serpent and Axe_Ogre.
I'm fiddling a bit how to make the Axe_Ogre pee, laugh and give him flees.
Still in beta, but if you're curious, see the coding thread.
&
#15767 posted by madfox on 2018/07/29 03:37:16
realy thanks for the skinfiles. Vormit already had a skin from the conversion of Dark Mage.
I was forgotten about the androidarts.com.
Madfox
Looks great!! looking forward to this!
Morphing Monster
#15769 posted by madfox on 2018/07/30 20:00:17
The Quaddamage and the Serpent
Nice Sprite, Kell!
#15770 posted by madfox on 2018/07/30 21:27:36
Thanks to the coding of Dr.Shadowborough I overcome this great moment. Looks quiet spectacular, although the demo only works on quakespasm ad standards.
Be aware, it's alife
Madfox
Nice! Some sound design should help make it a bit more menacing.
@dumptruck
#15772 posted by madfox on 2018/07/31 01:27:21
Ha, I'm a creep recording Q1.
Mostly I'm interested in the way it is done in the code.
Like the Headcrab in RMQ, I tried to extract it from the src,
but it is so integrated I can't lay my hand on it.
#15773 posted by yhe1 on 2018/07/31 09:09:43
Madfox, are you still going to try to create some chasm monsters?
#15774 posted by Qmaster on 2018/08/01 01:24:55
That looks cool. That pentagram effect was awesome. Is that all original?
Eyecandy
#15775 posted by madfox on 2018/08/01 05:52:59
@yhe1- I finished the dino, although it's hard to give it the right skin.
I started with straphos and I must say the examples to work from are rather poor.
@Qmaster- Most of the coding is done by Shadowborgh. I was looking for a statue code and he turned it into this rare scene of turning a static into an entity. It is still a bit kinky and crashes on "trigger in clipping list".
#15776 posted by Yhe1 on 2018/08/01 06:04:24
madfox, I will gladly donate if you can create the monster and weapons in quake, since that chasm port appears to have stalled.
Yeh1
#15777 posted by madfox on 2018/08/01 20:58:03
I finished the scorpio and the dino, as the static entity of the fans.
For my clear understanding,
you want all weapons and monsters from Chasm in Quake?
That's a pretty large case.
This is what I'v got so far.
chasm_q1mod
#15778 posted by Yhe1 on 2018/08/01 22:56:30
Well, I am not demanding anything, but since you are creating new monsters and weapons anyway, why not take inspiration from Chasm?
I know m210 got a lot of donations for Bloodgdx, and Chasm doesn't have a finished port
#15779 posted by muk on 2018/08/01 23:32:41
I know m210 got a lot of donations for Bloodgdx
Explains why all instances of bloodgdx have been nuked from orbit
#15780 posted by yhe1 on 2018/08/01 23:35:10
Nah, that was just m210 trolling everyone
#15781 posted by muk on 2018/08/02 00:16:38
A highly respectable decision. Should donate more money to the cause.
Title Screwers
#15782 posted by madfox on 2018/08/02 06:18:30
While working on the Stratos model I exceeded the tris/verts limits.
So I left it at that point.
I'd like to develop models, but it always goes as far as I've got fun in doing. I once tried the GlDoom models and that was alright, but these models were already in obj format.
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