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Bleh 
Tronyn Aard has a real nice Q2 map of Dm4 I think it was. A server I played at had in rotation. Good stuff. 
Hmm 
GMSP3 LotW 
Three weeks after submitting the LotW review, GMSP3 is finally PQ LotW. Cheggit:

http://www.planetquake.com/quake1/features/lotw/sp-03-11-18.shtml 
Scampie 
You did such a great job describing the E2 SM56 theme that I think you should do a similar thing for the E4 SM58 theme. :D 
 
sure sure. I'll play the episode and describe it with the sm58 annoucement tonight or so.

It's mostly darkness and vague evil. The episode was completely designed by Sandy Peterson, and due to his Lovecraftian influences, the episode is based on the same ideas. 
Re: GMSP3 LoTW 
Thanks RPG! 
Ultimate Deathmatch For Quake1 
UD180 is out, for complete details check:
http://www.planetquake.com/ud/

UD180 changes:
Catch fire chance and burn time varibles for flamethrower added. Brightfield effect added for rune shield. DSP's can't be deleted while invisible, no more removing them by mistake. Body limit in deathmatch varible added. Cloaked energy mine added. Monster body timeout varible added. Flares altered to general use map editing tool with UDC engine. Control switches varible and super jumping rune added.

Companion engine:
Save in deathmatch mode for host only
Set host position
SETV shortcut for UD mod
List maps
Set the default map subdir
Enhanced Key binds
Extended effects builtin
Fog controls
Skyboxes: 256x256 or 512X512
Image loading: conback, conchars, textures, sprites, skins JPG->TGA->PCX
JPEG Screenshots
Banning IP Adresses

as 
/me Cringes 
I thought this mod and author died a long time ago. The walking dead!

Name changed to protect the guilty. :) 
N/m 
didn't change the name... :) 
Hehe... 
Damn... 
...just missed a perfect opp to us the <beer> icon. 
Sucker 
 
Wazat: 
ROFL, nice anonymity there.

But anyway, the mod sounds typically crap and pointless as almost all do.

No more long battles where your yawning, "Geez, when will they die already." You have a killer package of nasty massively powerful weapons to play with.

Oh yes, that was ALWAYS a problem in Quake deathmatch...

UGH. 
What ! 
Oh yes, that was ALWAYS a problem in Quake deathmatch...

It is when you're playing against Frib. 
Shamb: 
If you want I can tell you all about this mod. It's quite funny if you have a sadistic humor directed at stupidity. :)

Painful otherwise... 
 
it's obvious it sucks when they ADD MONSTER_SNAKEMAN, THE SHITTIEST CUSTOM MONSTER EVER, TO A FUCKING MOD CALLED 'ULTIMATE DEATHMATCH' 
It Gets Worse... 
Don't dig deeper, for your own protection. :) 
MANHUNT! 
Go get this game, right now. Well don't -- if you've got a sickly stomach, or can't take the suspense of being in a game that is basically The Warriors, The Running Man and Straw Dogs all bundled up into one great big wad of nerves and gore. Otherwise, hell yeah -- go for it! As for me, I've got a stash of painkillers nearby, and I've actually got a clean spot on the Love Bludgeon that could easily accomodate some more brain tissue... 
Sm58! 
The final week in our megatheme is here, Speedmap event number 58 is this Saturday at 4pm est on irc.gamesnet.net channel #speedq1! Emailed maps are always welcome, Scampie@spawnpoint.org. I'll take maps until mid Sunday when I'll pack and release then. (yes, this is an attempt to get anouther SM map from metlslime.)

The week's theme is Episode 4, the Elder world. How do you make a episode 4 map you ask? SIMPLE! First, you throw away all those runic and idbase textures, and you think 'bricks, wood, and demons'. Next, you use as little light as possible, we're talking dark and scary! Third, you design your maps with HUGE open ended layouts... Sure the exit is right next to the start, but first you'll have to travel through the whole map a few times, and rarely being told which way to go. Fourth, Powerups are candy, pass 'em out like a pedo in the playground. Fifth, Spawns. Lots, and lots of Spawns. And finally, traps galore.

Episode 4 is meant to be a scary place, and it is. Totally darkness and tons of secrets, exploration, and monsters appearing out of nowhere. The setting is mostly in dark, damp temples and 'underneth' areas. Structures are built mostly with stone with wooden supports. Metal is used very little. A bit of trim here and there, and for some simple mechanisms and traps.

The Gloom Keep (e1m5), which I had originally called an episode 2 themed map, it accually a lot closer to an episode 4 map. Traps, open ended design, temple theme, stone textures.

Episode 4 also features a graveyard bit, almost like the secon map of Zerstorer. So if you wanted to make a zombie killer map, it'd be perfectly acceptible, but perhaps it'd be better expanded to a temple of unspeakable horrors under the graves.

Brick maps (damaul7, warfare) are also perfectly acceptible. Stained glass windows should be featured heavily in these maps.

I would suggest people take a quick gander through episode 4 and get some ideas for their maps. In terms of mapping skill, they're sub-par, but in terms of their atmosphere and enjoyable exploration based layouts, they're big winners. Plus Sandy Peterson threw in enough secrets and extras (Healing pool, destroying alters as door switchs, moving walls), that these maps are worth coming back to.

Hope to see a bunch of great maps again this week! 
And While I'm Thinking Of It... 
dm1 and dm5 are both also good examples of episode 4 style maps.


also, I was thinking about after this megatheme is finished, I promised to make up a pack of all the best and distribute that. Well, after seeing all the good maps in the past weeks, I'm considering just packing ALL the speedmaps from the last few weeks together, rather than try and cut away some of the better ones. Any opinions on this? 
Well If You're Going To Touch Up 
some of those maps before your release the megapack, then it may be better to only pick a few.

If you're just planning on repacking without modifying, then you may as well include all.

Personally, I'd like to see modified, more complete maps rather than then being in the speedmap form that they're in now. 
Scampie 
Thanks for the Episode 4 summary.

Regarding packaging up all the maps: Maybe you could make two or three episodes? And either divide them up into themes (idbase, medieval, runic, and Lovecraftian episodes � la original Quake) or go with the episode-1 idea and have each episode comprised of one map from each theme (like you were originally planning, except have two or three episodes instead of just one). TBH, some of the maps aren't worth including in the pack for one reason or another, so I believe there should be at least some filtering. I would also like to see special editions of the included maps so we could have properly balanced and completable maps with skill settings -- maybe throw some secrets in, too. 
My Preference 
would be take the 3 or 4 (or more, if they deserve it) best maps from each pack, and go the e1 maps, e2 maps, e3 maps, e4 maps. for a total of under 20 maps. Some of the maps I've seen so far are great, but some aren't really worth playing again in an episode. If you make an episode of the highest quality speed maps in a row, in order of E1-E4 theme, I'd think that would be almost as good as a real episode that takes months to create. 
 
vote for best maps ? 
Well That's Going To Be Fun... 
The week's theme is Episode 4, the Elder world. How do you make a episode 4 map you ask? SIMPLE! First, you throw away all those runic and idbase textures, and you think 'bricks, wood, and demons'. Next, you use as little light as possible, we're talking dark and scary! Third, you design your maps with HUGE open ended layouts... Sure the exit is right next to the start, but first you'll have to travel through the whole map a few times, and rarely being told which way to go. Fourth, Powerups are candy, pass 'em out like a pedo in the playground. Fifth, Spawns. Lots, and lots of Spawns. And finally, traps galore.


Dear God! 
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