Daz
#151 posted by bambuz on 2006/08/24 05:27:19
ace-hot lighting there! and other things too.
DaZZa
You are the r4wk! I need to get back to my base_mappage ASAP.
More From Me
Here's a bit more of what I've been working on: http://biff.leveldesign.org/index.php/?p=47
That
#154 posted by gibbie on 2006/08/27 04:25:36
looks great biff!
#155 posted by Trinca on 2006/08/28 15:04:47
do u guys think we can finish this untill christmas?
i think could be nice to have this pack made in that day... or near that date!
Gah
Surely we can. I'm not shooting for an overly huge map, but an interesting one full of baddies. I would hope most folks have the same goal, and we can get it all wrapped up.
#157 posted by Zwiffle on 2006/08/28 21:09:45
It would be nice to have a deadline/goal so I can be coerced into finishing my map. Right now I can make it a small/medium map or make it much larger, depending on the time frame. If it takes too long to get a deadline, I'm likely to wander away from this project.
CHRISTMAS IS TEH BEST!
#158 posted by than on 2006/08/29 04:59:32
I vote for Dec 25th 2006. That gives everyone nearly 4 months to make their maps and will give everyone else a very Quakey Christmas.
#159 posted by Trinca on 2006/08/29 05:16:36
then everybody agree?
Trinca
#160 posted by JPL on 2006/08/29 05:52:34
Just a question: if fortunately I have time to make a map for this pack, is Doom3 texture set use forbiden, or not ?
#161 posted by Trinca on 2006/08/29 07:13:49
i dont now i�m not leader of project i just sugests!!! my English is total crap :\ but i think is base stuff related... lets see what other people think!
JPL
#162 posted by DaZ on 2006/08/29 07:35:06
I personally thought it was idbase only, but there is no rule saying you cannot use other base textures at all. If it means we get another map in the pack then I suppose any base themed texture set would be ok.
METLSLIME
#163 posted by inertia on 2006/08/29 10:18:48
rubicon2 textures -- yes, �o no?
Inertia:
#164 posted by metlslime on 2006/08/29 13:00:51
no, use idbase.
#165 posted by Trinca on 2006/08/29 13:31:12
i�m using idbase the pack that biff and than have!
How About IKBase?
#166 posted by Text_Fish on 2006/08/29 17:28:13
and/or limited use of other textures to complement the idbase ones?
Finished Opening Area
#167 posted by DaZ on 2006/08/29 18:47:18
http://daz.quaddicted.com/
2 new pics for you all, just finished off the lighting and rocks, and added a cool skybox by Kell.
Gotta crash and burn now, shall carry on tomorrow though :D
*ahem*
#168 posted by R.P.G. on 2006/08/29 19:44:41
idbase only please, with perhaps a mite smattering of other complementary textures.
Again, if all maps use idbase only, then they will work nicely with Starbuck's texture replacement pack.
ACTUALLY
#169 posted by inertia on 2006/08/29 19:55:12
Starbuck's texture replacement pack only works with textures that have already been used... people making new ones (biff, me, gibbie, etc) will get a shoddy mix of such textures.
It's a base pack, do what you want. I see no reason to stifle creativity with this monster of a project!
Well
#170 posted by Zwiffle on 2006/08/29 20:23:27
If it's idbase only that would suck, since my entire map is in speed_bz, and I'm sure as hell not gonna retexture everything. I think since the topic was "Base Pack" and not "idBase Pack" it should be open for all basey-type textures, not to mention that it would just add more variety between levels.
Other Question
#171 posted by JPL on 2006/08/29 22:59:42
Is there a common progs.dat provided here, or somewhere else, or are we allowed to use our progs.dat....
Sorry to come back maybe with already discussed point, but I just try to check the coherency of this pack... and if I have a chance aligned my current project and produce something for Xmas..
JPL
#172 posted by HeadThump on 2006/08/29 23:54:18
I spoke about this with Trinca at some length and we may have a solution that will satisfy purist and modsters alike. Though, this post represents my understanding of it; I don't wont this to sound like Trinca has agree to something that was kicked around but no real decisions were made.
Okay, here it goes: Mappers provide maps that are 100 percent compatable with standard Quake. If the mapper's would like additions -- base monsters, zer weapons, rotating brushes and the like, send a second .map file with those entities that can be used to override the unmodified Quake bsp by coding them into a progs.dat.
If this is what the mappers want, I will be glad to figure out how to put it together, and
put together a progs.dat including whatever resources are agreed upon.
Though, if you do decide to go in this direction, I will not include any Quoth material in the progs.dat without Necros'and Kell's explicit permission (I point this out only because previous post suggest mixing and matching Quoth material with material from other mods and it is bound to come up as an issue).
HeadThump
#173 posted by JPL on 2006/08/30 00:26:18
Well, it effectively sounds interesting. however, how will you manage it with 2 different progs.dat that have "inverted" features. As example, spawn64 based progs.dat and standard progs.dat ? It create some conflicts I heavily suppose to be very difficult to solve, unless by a massive map (i.e entity flag) change... What do you think.
Textures
#174 posted by negke on 2006/08/30 00:57:46
since the topic was "Base Pack" and not "idBase Pack" it should be open for all basey-type textures
that's the same impression i had.
therefore i don't see why doom3 textures shouldn't be allowed - they are strongly differing from the other sets, but then again the maps won't be played in order anyway. imo you could also mix some metal or medieval textures in as long as the base setting is kept...
#175 posted by Trinca on 2006/08/30 01:04:04
i think could make the pack less boring with maps all in same textures i guess :\ i�m just using the biff and than base textures...
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