Eh...
#248 posted by Shambler on 2008/09/13 18:43:30
The ones who get enjoyment out of a gruelling slog of mapping, taking place over months.
That's what it felt like playing the maps ;)
:P
That's a good assessment of the maps but the sheer size and continual challenge were also very notable in their own right.
Harsh Assessment
#249 posted by nitin on 2008/09/14 02:24:57
I personally think this is one of the great packs.
Agree
#250 posted by HeadThump on 2008/09/14 03:08:46
I would have to dig in the post, but I don't recall if I have commented on Warpspasm, given some earlier PC troubles I came to the mod a bit late. The best compliment i can give it is that is was the Alien Vendetta (the Doom 2 megawad that was even better than Hell Revealed) of Quake mapping.
Show Me The Monay
#251 posted by [Kona] on 2008/09/14 06:32:31
what do you need slaves for ijed? another episode remix?
Yes
#252 posted by ijed on 2008/09/14 19:31:03
So far it's two mappers (me, goldenboy) and Dr Shadowborg and myself coding - with help from other sources as well.
The idea is to recreate the entire game as we'd always wanted it to be, concentrating the Quakiness as it were.
Ideally it should be one mapper per episode, meaning a total of seven maps. It's alot to ask, but we're all prepared to put as much time into it as is necessary - it'd be ready when it's finished ;)
The size of the project so far is alot of monster remixes / modifications, maybe one and a half episodes in various stages of beta and a fair few client enhancments like moving water etc. included as well.
#253 posted by Trinca on 2008/09/15 01:16:59
W A R P S P A S M is a pack we will never forget!!! :)
pure fun ;)
#254 posted by [Kona] on 2008/09/15 04:32:08
so hows the remixes going anyway? i hope they are vastly different from the originals, like the first half of speedy's wind tunnels remix.
give us progress reports to keep me excited :D
Slowly
#255 posted by ijed on 2008/09/15 14:02:42
But they're all very different indeed. I'm looking at ep3 now and realising in an effort to make each map completely different from the last only one of the seven has lava. For a runic episode that's practically sacralige.
Is It E3M6?
Judging both from the screenshots, and the fact that it used lava more menacingly than the other E3 maps...
Looking forward your project, ijed. Warp is one of my all-time favorites and if you say that your E3 remix is even better, then I'll be in heaven :)
Well
#257 posted by ijed on 2008/09/15 18:51:22
It's a smaller scale of map, but more detailed. It's definitely better though.
There's some screenshots at:
http://qexpo.tastyspleen.net/booth.php?id=167
#258 posted by [Kona] on 2008/09/16 14:07:07
yeah i think smaller is fine. there's no need to have maps the size of the warp ones. especially if they're remakes of quake maps. i like lava :(
Yep
#259 posted by ijed on 2008/09/16 17:56:20
The lava's making a comeback. I broke the model limts by replacing all lava pits in one map with rotating machinery traps / grinders. Unnecessary, and breaks the map for alot of users.
Currently Replaying
Skill 3, coop 1.
Just finished WarpB in 95:59 with nearly 100%: 14/16 secrets, 511/522 kills. One zombie got stuck in the architecture (lucky fucker) and I couldn't get him gibbed no matter what. I also didn't really feel like finding two obscure secrets to shoot down ten more Zombies.
I missed the opportunity of Quad + Trinity like a blind idiot, too.
It was a good challenge. At first it seemed much easier because dying wasn't a concern anymore, but that feeling went away as I delved into the map further and further. Skill 3 might have been a wrong choice, with Shamblers et al being relentless in their attacks, but oh well!
I also found the rune shrine and got to admit, nice tribute :)
Heh
#261 posted by ijed on 2008/10/12 00:27:28
I think I know which zombie got stuck as well - on the slope near where you start, entering the base.
Never remembered to fix it. He can be killed if you wait until you hear is idle and have an explosion in the same spot at the same time.
The Shamblers in the tunnel were a mistake as well - they replaced a Gug once I found his shot pattern (divide in two) meant the player could just back away and never get hit. Really I should have fixed that up to work better, keeping the Gug instead of the Shamby horde.
#262 posted by yhe1 on 2009/03/15 08:31:48
Does anybody still have SielWolf's Warp demos? Thx
Not Me . . .
#263 posted by ijed on 2009/03/15 14:43:46
Could be they were all lost when the Hub was attacked - and I've since changed hardware.
You Mean When I Was Too Stupid To Uhm...
#264 posted by Spirit on 2009/03/15 16:02:06
The WarpC and WarpD archives are corrupt..
Argh, Bummer
#266 posted by Spirit on 2009/03/15 20:01:56
Then I should quickly add that it was not really a backup but a random folder with Quake files, heh.
Where's Sielwolf?
Did he give up gaming? Did I miss something?
#268 posted by Trinca on 2009/03/16 12:56:42
i email him some time ago... he have been very busy... real life eating him alive :)
but he didn�t quit!
Trinca I Hope
#269 posted by spy on 2009/03/16 13:16:00
the real life doesn't eat you too
Ohh
#270 posted by spy on 2009/03/16 13:20:56
that shitty real life i hate it
#271 posted by Trinca on 2009/03/16 15:12:25
hehe spy sorry not to respond your map beta :\ i will try today... sorry my friend but life is eating me alive to!!!
more like my KIDS eat me alive :\
the smaller wakeup a lot at night :( i�m always wasted at 21:30 :\
but i will reply this week to you my friend!
Offtop Here
#272 posted by spy on 2009/03/16 15:26:46
trinca. i wish i could have a family/kids, but after my wife is left me... you the happiest guy. GL.
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