If You Can Find The Links, That Is!
#1813 posted by Dietz on 2003/08/19 09:58:14
muahahaha!
Also, While We're Speaking Of Websites...
#1814 posted by Scampie on 2003/08/19 13:32:47
PQ kicked poor ol' Bal off! But never fear, Scampie was there to catch the young lad and help him back onto his feet at http://bal.spawnpoint.org !
Kewl
#1815 posted by Wazat on 2003/08/19 14:09:56
I'm considering buying a GameCube. I don't want to spend money on an XBox because there's still nothing on there that interests me. Maybe when Dino Crisis 3 and some others come out...
In the mean time, my PS2 has served me well enough.
ROFL Nitin =)
#1816 posted by Shambler on 2003/08/19 16:37:46
You didn't get it did you?? Nevermind =)
EF2
#1817 posted by necros on 2003/08/19 18:16:42
ditto what Nitin said, except for the inbetween levels and cutscenes...
really, you have to be sort of into star trek to really like them. i liked the star trek movie First Contact, so it was kinda fun going around in the ship itself... but near the end it was annoying because i really wanted to get back into the action.
also, awesome textures, but sometimes there are textures that are of lower quality (ie: almost all of them are scaled 0.5 but you'll see a 1 scale texture somewhere and it really sticks out)
and that industrial mission got annoying at the end...
and personally, i think my favourite level is the very first one on the enterprise, the one where you explore the busted ship. that was so fun and reminded me a lot of avp2 (especially when the aliens started bleeding yellow goo! i swear, i kept jumping over the yellow splats.)
while we're on EF2, anyone know and resources for level editing? i really want to try that one out...
Heh,
#1818 posted by necros on 2003/08/19 18:56:42
looks like it's my lucky day... they've just release a devkit for ef2!
...
UberRadient ?!?! 0_o
Necros
#1819 posted by nitin on 2003/08/19 21:01:46
which one was the industrial one you got annoyed at? The one mission that sort of got me frustrated a bit was on the enterprise when the warp core was overheating.
As for the cutscenes/story, they were fine at the start but the whole love triangle thing was unnecessary.
Oh Yeah.
#1820 posted by necros on 2003/08/19 21:19:19
forgot the warpcore part. That was REALLY annoying, because i kept shooting the engine accidentally or i'd actually get to the part where you had to fix it and i wouldn't have any time to do it...
stupid engineer: "Warp core overheating!" >:|
it took me quite a few tries to do that part.
the industrial map i'm talking about is the one of the idryll plant that's making the monsters... there were all these jumping puzzles and i got lost in there too...
oh and one more thing. i hated how the ai partners kept leaving me to do something alone. i think even the klingon made ajoke about it, so i guess ritual realised how stupid it was... but in a way, i'm glad the ai stayed away from me for the most part, because they are not very bright...
As for the cutscenes/story, they were fine at the start but the whole love triangle thing was unnecessary.
yes. especially since it hardly influences anything except to get kissed by one of them. if it had actually affected the levels or something, that would have been much cooler.
but i liked the cutscenes of the ship. they were really cool.
also, the map after the one from the derelict ship was really awesome, because when you start, you can look out the hangar and see the whole station and it looks amazing.
Ah The Jumping Map
#1821 posted by nitin on 2003/08/19 21:34:55
yeah that was a bit annoying too I suppose, but as far as commercial game jump puzzle maps go, it was actually reasonable.
Hmm
#1822 posted by nonentity on 2003/08/19 22:44:05
Bal doesn't need a page, he's not a mapper.
#1823 posted by Kell on 2003/08/19 22:53:34
it hardly influences anything except to get kissed by one of them.
You are underestimating how it 'influences' sales of the game amongst hormonal teenage boys :/
Cyb
#1824 posted by wrath on 2003/08/20 07:43:40
yes, I meant source.
Stupid Site Gets Stupid Update
#1825 posted by starbuck on 2003/08/21 07:00:23
the site is
http://www.planetquake.com/starbuck/
the update is pointless and rambling
Re: #1822
#1826 posted by Scampie on 2003/08/21 08:09:25
More of a mapper than you'll ever think of being GrindSpire. Now kindly crawl back into your hole.
Starbuck
#1827 posted by R.P.G. on 2003/08/21 09:35:12
Yay for updates!
Now we just need to get Bal to update his site.
Speedmapping Session 46!
#1828 posted by starbuck on 2003/08/21 20:30:47
our next speedmapping session will take place soon!
The time
10pm GMT on Friday, 22nd August
that corresponds to 11pm UK time, or 6pm EST
Date differs from normal because me and Scampie are both away over the weekend
The place
on IRC, in #speedq1 on gamesnet.net
The plan
Make a map in 100 minutes or less.
The suggested theme was thought up by Shambler, namely a terrain map with ancient/medieval setting, e.g. 'Swamp'.
You can use any textures you want, and your map can be SP or DM.
You don't have to follow the theme but it's more fun when you do :). I hope to see you there, it'll be fun!
Quake Demos
#1829 posted by R.P.G. on 2003/08/21 22:18:18
Okay, so someone recorded a Quake demo for me, but died on the map and then restarted the map, all in the same demo. After he dies, Quake just prints the rest of the events in the console, and then starts the next demo in its loop (demo2.dem).
Does anyone know how to fix this? Or can you point me to where I might find out?
Pushplay
make some Q1SP speedmaps with starbuck etc, your Cube ones were allways good =)
UWF
#1831 posted by pushplay on 2003/08/22 03:53:40
I tried that once. The map was small and crappy and the scale was all wrong making it rather amaturish. I can work at a pretty wicked speed in Cube if I need to, but I just can't do the same in GtkRadiant. It becomes frustrating. Sorry.
Cheers Starbuck!
#1832 posted by Shambler on 2003/08/22 05:42:19
Hehe =)
Swamp is just one example though, anything with ancient, historical, decrepit or arcane architecture in terrain is what I was thinking. Ruins, wood, shacks, castle towers, whatever...GL.
Multi-level Demos
#1833 posted by Preach on 2003/08/22 07:14:19
I may be wrong, but I think darkplaces will play multi-level demos without choking. Otherwise, you could use film-at-11 or keygrip to split the demo into two seperate demos. The standard quake engines just won't play demos over a map change/restart, there's no workaround for it.
Ooh...
#1834 posted by Scampie on 2003/08/22 08:19:43
I may be able to join tonights sm :D
Also, I'll run another one Saturday evening at the same time (or maybe earlier if people are around) if I end up being home. I'll annouce it a bit beforehand if I do.
Thanks, Preach
#1835 posted by R.P.G. on 2003/08/22 09:48:09
I'll check those out.
BTW, I did try DarkPlaces, but it didn't work. So either my version doesn't support it, or all DarkPlaces don't support it.
Sm-ing
#1836 posted by starbuck on 2003/08/22 10:09:40
ah sweet scampie :)
heh, i had forgotten that i was going on holiday on saturday
oh, and ta Shambler
Preach
#1837 posted by R.P.G. on 2003/08/22 10:17:46
After downloading Keygrip, I decided to get the latest Darkplaces to see if it worked. The new version I got was 1.5 months newer than the old version I had. Well, it worked; although for some reason it would play in slow motion in some spots, even though it ran at normal speed in FitzQuake. Presumably this was related to FPS and that I did not full vis the map.
Thanks again, dude.
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