Why
#3103 posted by
megaman on 2006/05/29 02:27:36
Does Peerguardian block leveldesign.org? scampie, what did you do? :)
kell's #0: lol, how long did they search for a spot with that even lighting.
Kell
#3104 posted by
Kinn on 2006/05/29 03:34:01
lmao, that made my day :}
Vormit Will Haunt Me For This
#3105 posted by
madfox on 2006/05/30 18:27:43
I recompiled the Q2 textures of Richard Neff into a Q1 wad. And by doing so I wanted to know how they would look in Quake1.
So I took the first Q2map and converted it to Quake1. I didn't use the coloured light, but I intend to do so.
http://members.home.nl/gimli/gimli09.htm
Mad Fox
#3106 posted by
bambuz on 2006/05/31 04:13:05
IMG SRC="file:///C:\Quake\tmpQuArK\test07.jpg
Refresh
#3107 posted by
madfox on 2006/05/31 10:16:42
sorry, had to much hosting on my site.
Why
#3108 posted by
Jago on 2006/05/31 12:52:33
am I refreshing an empty grey page?
But Thanks For Telling Me
#3110 posted by
madfox on 2006/05/31 13:57:21
Which Icon Do I Use?
#3111 posted by
starbuck on 2006/05/31 14:11:41
that's pretty interesting to look at. any chance of you uploading the bsp so I can run about it?
Quake12 Of Course...
#3112 posted by
madfox on 2006/05/31 14:51:59
The level is in a test state to watch the Q2wad file. Therfore it is not made to make it a real challenge. I made it as an exit for the abandon pak I made. But it has been a rather tacky aprehension I set myself.
Exploding walls are not there, no coloured lights, the overflying planes have to be added as funk_trains etc.
But if you are curious, give me some hints!
http://members.home.nl/gimli/test187.dz
Madfox
#3113 posted by
Ankh on 2006/06/01 00:38:47
Those pictures look really interesting. In quake the level looks much better than in quake2 :)
MadFox
#3114 posted by
JPL on 2006/06/01 00:43:32
Wow, really interesting indeed ! Keep it up !
Madfox
#3115 posted by
starbuck on 2006/06/01 00:58:45
that was indeed interesting to look about, thanks!
Interesting ?
#3116 posted by
gone on 2006/06/01 05:35:47
wtf. stop stealing/butchering another game maps. make your own (even if you copy q2 maps layout or style)
ripping smth from another author and making it worse is lame
Speeds
#3117 posted by
madfox on 2006/06/01 11:25:24
As I mentioned before I was not planning to distribute this level.
I was comparing the wad file I converted from someones hard work to make Q2textures available for Quake1.
Why always that picking on someones authorizing capabilities?
Erm
#3118 posted by
starbuck on 2006/06/01 11:54:29
sorry for finding it interesting, speeds. I was wrong. Forgive me.
Happy Whitsun
#3119 posted by
madfox on 2006/06/05 10:33:05
right, I renewed the Q12 level, with func_explode and func_train and wondered if coloured lights would make it look better.
I also have a beta, and because the response was rather low, I publish it as a beta.
hit me with your joystick!
http://members.home.nl/gimli/grenade.zip
#3120 posted by
Trinca on 2006/06/06 05:23:49
Madfox crates textures are all fuckedup man! look crates top! in start the first ones...
Fun Gameplay
#3121 posted by
aguirRe on 2006/06/06 06:13:54
There are plenty of visual problems, but gameplay is solid and it's a big map. As usual, there are progression issues, but nothing detrimental. Challenge was OK on Normal, but I'd like more health and especially armor in the later parts. There is enough overall, but some stuff should be moved to later areas.
Maybe also replacing the RL with the secret GL (I only found it afterwards), marking secrets and deleting the rogue fish at (2304 -1024 -1248). Otherwise a fun oldskool romp.
#3122 posted by
Trinca on 2006/06/06 10:10:54
i will need serius beta tester�s also got neg|ke and JPL at least more two will be great!!! but to give many feedback not just say "IT SUCK" this i already now :)
Trinca
#3124 posted by
Jago on 2006/06/06 11:39:10
Mail me the map. EMail address is in my func profile.
Thanx
#3125 posted by
madfox on 2006/06/06 16:13:37
for your responds.
True in the middle part there is rather little ammu when one starts fighting the monsters in the castle. I just left them and played on.
I put in the grenadelauncher for killing the hellspawns, but I thought I marked the texture well out. And indeed, there's one monsterfish stuck, good you attend me.
Trinca, I think you can jump real high for blam
ing me fuckedup textures on cratetops.
But it was just a betatester so I just won't say fuckup.
#3126 posted by
Trinca on 2006/06/07 01:29:59
MadFox u are the english man for me fuckup and fuckedup is same shit :)
MadFox
#3127 posted by
Hrimfaxi on 2006/06/07 01:41:57
Overall a big improvement from your last maps!
As said above, there was some progression issues - I had some trouble finding the exit since I didn't know where it was.
To help progression you should make some of the doors keydoors, so that players more easyly can remember where to go.
As Trinca said all cratetops needs fixing, and on one face on one of the watherfalls the water runs the wrong way.
I think you should give some of the doors a 'real' doortexture as well.
I played on hard and didn't have any ammo problems, I run short at times but not anymore than to expect on that skill. Allthough I somehow missed 5 monsters somewhere acording to the score.
A big nice 'oldskool' map that needs some small ajustments.