Nah
#2197 posted by
ijed on 2007/11/19 20:54:15
Quoth III is where the real goods are.
Bouhahahah
#2198 posted by
JPL on 2007/11/19 21:07:44
post #2196 is THE joke of the yera !
Re: The Song Map Event
#2199 posted by Omus on 2007/11/23 08:36:30
Are people going to be providing links to the songs themselves, in case you get given some obscure crap no-one's ever heard of?
. . .
#2200 posted by
ijed on 2007/11/23 13:03:51
Well the person who chooses the track will most likely have it in at least some format or know how to get hold of it - even if they have to bang it out on a rusty banjo.
I don't see it being much of a problem; ten minutes and you've found just about any track you know the name and artist of - which would have to be the minimum requirement for choosing a song.
Im Curious About This Idea:
#2201 posted by
RickyT33 on 2007/11/23 13:17:26
How would you implement the song title into the level design at all? Are you all planning on:
a) Making the larger layout of the map spell the song title
b) Using the contents of the song theme to influence the 'order of events' that occur within the level? e.g. 'Knockin' on Heavens Door' - Have the player have to open a heavenly style door with only an axe (?)
for example?
c) A combination of the above
d) other (Please Specify)
That's Up To The Mapper
#2202 posted by
ijed on 2007/11/23 13:54:05
But there must be some reference. The ideal is that someone coming to the map without knowing what track it was made from should be reminded of that track (and not just because it's in the title).
I know what track I'll be nominating; luckily it mentions a place, which'll make it easier, but any track will do.
The real challenge is if someone chooses a song that has nothing to do with Quake's traditional theme.
Disco funk, ballroom, industrial techno, orchestral, hip-hop the list goes on.
Timesplitters 2 type disco, decrepit ballroom, decaying base . . .
The idea is not to fuck over the person you're choosing the song for, but to promote a new twist on Quake.
It's not really doable for a speedmapping session, which is why it's turtlemapping instead (a week).
Time For A Turtle Map
#2203 posted by
HeadThump on 2007/12/05 20:16:12
Shambler's right:
Someone
Release a Q1 SP map please thx.
There has been a bit of inactivity on the board of late. So, I'm going to make a Turtle map for the Holiday season using the Zerst�rer QuakeC Development Kit which can be found here:
http://www.gamers.org/pub/idgames2/partial_conversions/zerstoerer/
Anyone is welcome to join me on this one for a Turtlemap pack. Due date is Sunday, Dec 16 1200 pm EST (East Coast Time) I believe that's 5:00 AM Dec 17 Greenwhich time. Our daylight savings may throw that off by an hour.
How Does This Turtle Map Thingie Work?
#2204 posted by
Ankh on 2007/12/05 20:46:36
I Would Suggest
#2205 posted by
HeadThump on 2007/12/05 21:13:43
downloading Zerst�rer and reading through SDK. Experiment with its entity set and that should spark some ideas. Read through the developer log as well, since some things are only documented there. If you have Quark study the maps from Zerst�rer to see how the original team handled the entity properties.
I left out this bit in the announcement: You can find the address to send it to in my info on the People page
http://www.celephais.net/board/people.php
Ankh
#2206 posted by
ijed on 2007/12/05 22:02:09
Same as a speedmap, but a longer time limit.
#2207 posted by
Trinca on 2007/12/05 22:48:35
i want to progress in my maps :\ not much with will to make a zertoer map... honestly! sorry
#2208 posted by
Trinca on 2007/12/05 22:49:29
anyway!!! HeadThump dont you have a SOE map to finish? :p
Heh,heh
#2209 posted by
HeadThump on 2007/12/05 22:55:20
HeadThump dont you have a SOE map to finish? :p
I need a release for the calender year 2007. I'm less picky when it comes to speed/turtle maps.
Also, I'll create a .def file for the Quakeed entity matters this weekend. Expect that by Saturday. I'm not sure about an .fgd file though. Aren't they basically the same file, different extension?
#2210 posted by
Trinca on 2007/12/05 22:56:17
i use Quark ;) .fgd dont work for me ;)
#2211 posted by
Trinca on 2007/12/05 22:57:16
if my boss dont piss me up much this next 15 days i might finish my Maya map before end of year! i might work a litle at home to...
I'll Look Into It
#2212 posted by
HeadThump on 2007/12/05 23:07:31
I think Quark actually converts .fgd and .def files to its native format by importing them. I'll have to try it out and see if it works that way.
#2213 posted by
Trinca on 2007/12/06 00:30:54
i dont have any idear... :\
I Got Home
#2214 posted by
HeadThump on 2007/12/06 01:43:50
and pulled Quark up, yeap, and the latest version supports both types. Look for Convert From in the file menu and find the def or fgd file on your harddrive and Quark takes care of the rest.
Zer FGD?
#2215 posted by
generic on 2007/12/09 20:10:19
This file used to be available in a FGD pack on the Worldcraft website. Does anyone else happen to have a copy to share?
#2216 posted by
Trinca on 2007/12/09 22:17:43
generic_maps headtrhump said he was going to make it
Generic
#2217 posted by
HeadThump on 2007/12/10 01:05:44
Bum knee injury kept me medicated yesterday. I'm looking into the fgd matter right now.
Found It
#2218 posted by
HeadThump on 2007/12/10 01:16:39
it is bundled in this zip --
http://www.gamers.org/pub/idgames2/planetquake/worldcraft/quakefgd.zip
it has an extension of
.x after the .fgd. Just remove the .x and it'll function normally.
Oh, And
#2219 posted by
HeadThump on 2007/12/10 01:17:47
if anyone needs a .def let me know, I'm looking through the fgd file for any additions not included in the sdk for my own def file.
HeadChump
#2221 posted by
negke on 2007/12/13 21:58:08
I'm not going to make it until Sunday. Lack of time. How far is yours?