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Quake II SP Maps 
Compiled a list of filenames of every Q2SP map that I've got stored on my HDD, but I'm sure that there are many things missing.

I'm wondering if any one could help take a look and point out any missing files; http://taw.duke4.net/q2sp_archive.txt 
Pretty Cool 
 
Beam me up, Scotty! 
Quakis 
Here's my old playlist - it's not alphabetical but you can find the actual titles of the releases alongside the authors and the original filenames. The ones listed at the bottom are mostly the latest releases, which I've never played.

Hope that helps.

http://erc.50webs.com/q2.txt 
 
Thanks a ton, this should be handy! 
Question 
some of you know I'm working on a Norse medieval map based on Necros & Tyrann scraps (think rapture or unforgiven for theme), & now I'm thinking of building a small boss arena to follow it. Anyone want to help build some architecture, or anyone have any DKTE3, Rune, Unreal, or Hexen II textured scraps? (djg164@mail.usask.ca). 
Also 
while I'm spamming this thread, I was watching the series RIDLEY SCOTT's.. PROPHETS OF SCIENCE FICTION and I thought, I'd love to hear physicists talk about Lovecraft (Mosig was a mathematician), but that won't happen because no one wants Lovecraft to be a prophet (ie in the future we discover that we're fucked in ways we can't even understand lol). Anyway, as much as I love Arthur C Clarke, I did find this decent semi-recent doc on Lovecraft:
http://www.youtube.com/watch?v=g8PIeFN05rI&feature=related 
Nws 
From The Rmq Forum 
quote - .....Some things:

1 - Upside-down turrets.....


oh no, please, i remember that shitty turrets from Q2 MP2 , and thats was really annoying , avoid this if possible 
Isn't That 
"NSFW" Ricky? 
Spy 
Which thread?

Upside down turrets just means ones that can be stuck on the ceiling. It wouldn't make them harder to hit or anything - the hitbox is pretty big.

I suppose it'd make them a bit awkward for the GL, but easier for all the projectile weapons. 
Ah, Demo3 
Please post on forum, or feedback like this can get lost :)

I know the public forum might seem inert - its because we're averaging 20-30 posts a day on the private one.

Which means we will notice posts on the public one and respond. 
Yeah 
i was referring to the rmq forum at http://icculus.org/remakequake/forum/index.php?PHPSESSID=febcc50956405410ecd36509cf93fd17&topic=123.msg466;topicseen#msg466

It wouldn't make them harder to hit or anything - the hitbox is pretty big.

this sounds fair , just dont give that damned turret too much health , as in rogue's MP it took four !rockets to take it down and the turret was the most common monster in the game , meh

ps. can't wait to see the demo! 
...2 Rockets 
 
 
I like ceiling turrets (the Doom3 one looked cool), but I agree that the ones in the Quake 2 mission pack were annoying as fuck and not even very interesting looking. We can probably do better...

now I'm thinking of Bioshock and hacking turrets to shoot monsters instead. Hmm. There could just be a laptop nearby that allows the player to reprogram them. Depending on who the player char is - some are obviously military and would know passwords etc, others might not. 
 
thanks for that link ricky, it just became a central talking point at a work christmas meal attended mostly by critical theory lecturers. i'm not entirely sure how that happened. 
 
If it's not squishy it's generally not fun to shoot, especially in a more horror themed game like Quake. Turrets are kinda dull except for the odd puzzle/obstacle area. I wouldn't put too much thought/effort into them :p

Though Quoth Bobs are fun, but mainly because their movement makes them fun to fight and the way they crash and explode makes up for the lack of goo. 
I Like Turrets 
I liked the ones from OUM for example. I also like them in HL. Having them allows for a different style of approach - unlike the myriad of quake foes that just run straight for you. It's kind of like a base version of the vore, maybe, depending how it's done. slow (or in this case no) movement, and a duck-and-cover type of approach. I also like the idea of having to avoid their fire until one can reach a switch or power source to deactivate them, as I assumed was the case in HL1 for so long. 
Gibbing Stuff Is Always Fun 
Even if the gibs are metallic and flaming instead of organic and bleeding.

The difference is basically the sounds and particle colours, it not exactly hirez stuff, at least in id1. 
 
I like the Doom mapper approach of just putting monsters in cages, then you have as many turret types as monsters :p 
Hurr Durr 
IMA MELEE TURRET! DERP! 
Dry Sorrow 
Had a triple Shambler turret.

Getting to finally murder them with the LG at the end was one of 2011's Q1SP highlights for me... 
Got To Mention The Nehahra Classic: 
Ogre Cook. 
Yeah 
the doom technique is real nice - ie the nail ogres in the big library in arcanum, as I think negke mentioned.
Issues there arise with actual physical bars instead of see-through grate illusionaries that can be shot through, making the situation frustrating. I suppose you could make illusionary bars, but that too would seem somehow wrong to me.

Anyway, I like turrets, if they look cool - especialyl if they are beige and IDbasesque. I am looking forward to dealing with them. 
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