Lfsp7
#20337 posted by negke on 2011/04/30 09:27:17
At the start of the level the way you must go is down the tube, where spikes are shot upward. Then if you've survived, you have about 10 health.
It appears this is the way to go, but I couldn't do it, either. The GK button extends a bridge that allows you to go up the spike tube - the key itself must be on the lower levels. I don't know how I managed to survive (or if) when I added the QA description.
Also, when I played it yesterday, the game was super fast. No idea what happened.
Possibly Some Engine Thing
#20338 posted by negke on 2011/04/30 09:32:44
It works on Winquake, for example.
Known Fitzquake Bug
#20339 posted by jt_ on 2011/04/30 14:23:23
LFSP7
#20340 posted by Yhe1 on 2011/05/01 01:15:04
Can you guys find out how to enter the lava area in LFSP7?
Another Question On A Map...
#20341 posted by Yhe1 on 2011/05/03 00:33:53
The final boss of the map Forward Compatible seems to be bugged, as his nails keeps firing into the floor. Has a patch ever been released to address this?
Retronamic Games Is Looking For Classic SP Level Designers
#20342 posted by Retronamic Games on 2011/05/03 04:22:28
Hello,
We're looking for talented level designers with experience designing single-player campaigns for Quake 1. If you're interested, please, contact us at contact@retronamic.com and send your portfolio.
[editor's note: should have gone in Jobs thread]
#20343 posted by gb on 2011/05/03 14:31:37
Maybe tell us what kind of project it is first? Your name doesn't ring a bell.
#20344 posted by necros on 2011/05/10 01:06:04
did turtle rock/valve ever talk about exactly how the left 4 dead director works? like how it chooses what to spawn or when to do 'panic' events?
i've only found very vague info or fanboy crap.
Yes
#20345 posted by jt_ on 2011/05/10 02:07:27
They have a page where they released a lot of gdc and tech talk slides/papers. Google it.
Necro
#20346 posted by - on 2011/05/10 02:21:54
http://www.valvesoftware.com/publications/2009/ai_systems_of_l4d_mike_booth.pdf
This slideshow presentation, although I can't find the talk associated with it, is basically where most of the actual talking about the director has been done, as well as bits and peices on the valve developer wiki in regards to working on L4D maps.
In short, it's a mix of random chance, algorithims for how 'tense' the gameplay has been, and some level design scripting.
Thanks Scampie
#20347 posted by necros on 2011/05/10 02:47:25
been looking into doing this for quake. looking into l4d mapping tutorials, i don't think i'd make it quite that automated, but it'd be pretty cool to have a sort of sub-layer of gameplay that's randomly generated.
#20348 posted by gb on 2011/05/10 18:21:07
Lardarse's randomizer can randomize monster spawns from pre-set groups, or spawn monsters in random places... unless this is totally not what you want.
No
#20349 posted by necros on 2011/05/10 18:49:21
not at all.
simply randomizing a group of monsters isn't what i'm thinking of.
essentially, what i'd like to work towards, is a system that can populate a single player map (or even a dm one, i suppose?) with monsters on it's own such that it seems like a proper map.
like a more advanced dmsp in some ways, i guess.
#20350 posted by gb on 2011/05/10 18:58:06
Can an auto-spawner ever be as good as a level designer hand-placing enemies? Wouldn't the mapper have to define possible locations, at least?
Might depend on the map? DMSP works because a DM map is nonlinear and arena-ish by design.
#20351 posted by necros on 2011/05/10 19:06:23
yeah, the system i have works fine for a dm type map. now the goal is to have the ai place monsters ahead of the player which is a little more challenging.
QUAKE LEFT 4 DEAD??
#20352 posted by Zwiffle on 2011/05/10 19:17:00
DO YOU NEED TESSSTTTEEEEERRRRRSSSSS??????
/me raises hand
#20353 posted by necros on 2011/05/10 19:41:48
too early atm, but i'll put you on the list. :)
i think the goofy thing about it is that, in left 4 dead, it makes sense that there are zombies sort of randomly everywhere-- haphazardly placed by the ai.
but in quake, it's kind of weird seeing soldiers and such just randomly pop up in areas.
Randomness Is In The Eye Of The Beholder
#20354 posted by Mike Woodham on 2011/05/10 21:33:57
So, to the player, a monster spawned is a random monster... at least, the first time the map is played.
Heh
#20355 posted by negke on 2011/05/10 22:47:19
I felt like playing my vertical map again. On Normal. Boy, what annoying gameplay... Sorry to all of you who had to suffer through it unprepared.
Lol
#20356 posted by necros on 2011/05/10 23:28:11
it's kind of interesting to replay your own maps after a year or more. long enough to forget them anyway.
Necros
#20357 posted by DaZ on 2011/05/11 01:34:15
something similar to DMSP mod? Can't remember who coded that though, maybe a place to start though?
#20358 posted by gb on 2011/05/11 03:18:54
I felt like playing my vertical map again. On Normal. Boy, what annoying gameplay... Sorry to all of you who had to suffer through it unprepared.
It's about time for an excuse. Damn, that was annoying.
;-)
#20359 posted by gb on 2011/05/11 03:20:25
Apology.
Being German breaks another joke.
I Didn't Mind It
#20360 posted by Drew on 2011/05/11 05:30:14
but maybe I just have bad taste.
#20361 posted by Trinca on 2011/05/11 11:35:00
always nice to replay maps, I usually replay paks because I always forget many things :) Arcanum will take me next month :) will run all the roads again untill I defeat then at Hard in one shoot!
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