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Lfsp7 
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 
It works on Winquake, for example. 
Known Fitzquake Bug 
 
LFSP7 
Can you guys find out how to enter the lava area in LFSP7? 
Another Question On A Map... 
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 
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] 
 
Maybe tell us what kind of project it is first? Your name doesn't ring a bell. 
 
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 
They have a page where they released a lot of gdc and tech talk slides/papers. Google it. 
Necro 
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 
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. 
 
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 
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. 
 
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. 
 
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?? 
DO YOU NEED TESSSTTTEEEEERRRRRSSSSS??????

/me raises hand 
 
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 
So, to the player, a monster spawned is a random monster... at least, the first time the map is played. 
Heh 
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 
it's kind of interesting to replay your own maps after a year or more. long enough to forget them anyway. 
Necros 
something similar to DMSP mod? Can't remember who coded that though, maybe a place to start though? 
 
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.

;-) 
 
Apology.

Being German breaks another joke. 
I Didn't Mind It 
but maybe I just have bad taste. 
 
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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