Well God Damn.
#15870 posted by Drew on 2018/10/05 03:25:57
just watched that 3 times... looks fucking cool, keep it up!
Well That's A Bit Bonkers!!
#15871 posted by Shambler on 2018/10/05 10:52:19
Looks interesting to say the least.
#15872 posted by Orl on 2018/10/05 14:08:55
Friend: So they're finally getting used to your weirdness in mapping?
Me: They have no choice.
LOL True Dat.
#15873 posted by Shambler on 2018/10/05 14:10:23
Ken
#15874 posted by mfx on 2018/10/06 00:03:42
Looks awesome. I like the alleys, and yeah
Also impressive texture usage.
My eyes nearly fell off, as is expected i guess.
Cannot wait to play this.
The Big Skeleton's Eyes Fell Out As Well
#15875 posted by KenChennar on 2018/10/06 00:59:31
Also its a bit hard to spot but the Eiffel Tower can be seen in the distance. And its not just a background decoration either, its part of the map from the bottom all the way to the top.
.
#15876 posted by mfx on 2018/10/06 01:11:38
Digs09 Test
#15877 posted by digs on 2018/10/07 04:24:53
Hi all!
Need testers
Map require Quoth2.2 and engine with increase limits, support bsp2 and transparent sprites. In my arsenal only quakespasm can work with this map.
Screen:
http://digspt.ru/quake/maps/spasm0000.png
download:
http://digspt.ru/quake/maps/digs09.zip
Digs...
#15878 posted by Barnak on 2018/10/07 16:00:08
I tried your map. It's a nice one, but it needs MUCH more monsters in nightmare mode. Only 139 monsters on such a large map? Come on, it needs at least 1000 arses to fuck.
The ascending scales are not working. I had to noclip to move on.
The zombie pictures from the shooting plants game are funny. Not very Quacky though.
The last part before exit wasn't working. No monsters at all in that place (with all the broken bricks walls). I had to noclip to exit the level.
Barnak
#15879 posted by digs on 2018/10/07 16:10:32
You did not play correctly. The map must be run under the mod Quoth2.2
:)
Digs
#15880 posted by Barnak on 2018/10/07 17:25:41
This is what I did. Quoth 2.2 here.
I placed the sounds and progs folders directly into the Quoth folder, and they appear to not be recognized.
Barnak
#15881 posted by digs on 2018/10/07 17:44:05
Maybe you forget to make the right start?
quakespasm -game quoth
Digs
#15882 posted by Barnak on 2018/10/07 18:04:01
Of course, I did this. Here's my exact start command :
-hipnotic -game quoth +skill 3 -heapsize 480000 -zone 4096 -sndspeed 44100 -fsaa 2
Using the 0.92.2 Spike version of QuakeSpasm, under OS X.
I'll retry your map to see what happens...
-game quoth
-hipnotic -game quoth
It's just -quoth, and has been for many years.
OTP
#15884 posted by Barnak on 2018/10/07 18:31:10
What is hipnotic again? I'll never remember what it's doing.
Rotations, I Believe?
#15885 posted by Mugwump on 2018/10/07 19:53:36
Hipnotic was the studio that developed Mission Pack 1.
Also, I think you don't need the heapsize/zone stuff anymore in QS/QSS, and you should upgrade to latest version 0.93.1.
HUD
#15886 posted by negke on 2018/10/07 20:30:10
The -hipnotic switch was required to enable the modified status bar that was introduced in Mission Pack 1 and is also used in Quoth. Newer ports like Quakespasm have a -quoth switch that does it automatically.
#15887 posted by maiden on 2018/10/07 23:42:40
Not your typical digs map... but I dig it nonetheless. Assuming the final arena is still being worked on, I thought the rest of the map was quite polished and good to go. The layout can be a bit confusing and the silver key door is tricky to find - I think I stumbled upon it accidentally. Otherwise nice map, especially the underground sections, and the secrets kicked my ass, 1/4.
Digs
#15888 posted by Thuriam on 2018/10/08 01:17:17
Played through the map on skill 1, 2/4 secrets found.
The map is very good-looking and plays very well. I liked especially the underground areas, as i'm not a big fan of open spaces.
All areas are well connected, so i never got lost as it happens usually when i play maps this large.
Good art style too, you can really feel the horror atmosphere playing through every area.
Pace was good, and i never found myself struggling too much for ammos. I like the way you put the right amount of them over the map.
I din't like too much the paintings from plants vs zombies, as i think tributes to other games should be put in some secret areas, and not all over the place. I felt like they were a bit taking away that horror feel (that i loved) from the map.
Some areas of the map felt like they were supposed to be important, with good detail and interesting design (that area under the bridge for example) but then i found they were useless. Maybe that's just because i didn't found the secrets, who knows!
Ascending Scales
#15889 posted by Barnak on 2018/10/08 02:51:18
I don't understand what is happening with the ascending scales. I can't use them wathever what I'm doing (walking, running on it, jumping, ...). I tried the default QS 0.93.0 and the Spike version.
Something seems fishy here.
I agree about the zombie cartoons. They feel goofy in Quake. Maybe some monsters porn instead ?
#15890 posted by digs on 2018/10/08 04:04:52
I can explain what they do on the walls. This map was made at the request of my son. He is 12 years old. Therefore, there are such awkward things on the map. I myself understand that they are not written off in the overall design, but still decided to leave them
Daddy
#15891 posted by Barnak on 2018/10/08 14:31:11
Wow, you're a super-dad dude!
My dad is 81 years and would never make Quake maps for me :-(
KenChennar
impressive stuff, very blood-like. I like that you're using tronyn's mod, not enough people use it tbh
Mirror Effect
#15893 posted by madfox on 2018/10/10 20:00:02
When downloading AfterQuake I saw a screenshot of a mirrored player.
Is this effect obtainable in AfterQuke, or is it a sidecase effect of DarkPlaces that creates this mirror?
#15894 posted by Qmaster on 2018/10/10 22:08:59
MarkV
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