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 :)
#3123 posted by Trinca on 2006/06/06 11:06:16
o.k got 4
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.
Well
#3128 posted by madfox on 2006/06/07 19:12:58
I made this map with the intention to give it coloured lights. Distrance and The Silent had it betatested and gave me some good advice of texture alignments, but they found I had made the colors somehow severe.
Then I became tired of the thing and layed it aside, the setup was alright but I couldn't compare the military base setting with the medieval castle. They didn't really fit.
Also the gameflow became somewhat back and forward. But after some time I still liked the play, although the coloured lights still are puzzling me. I was looking for a neon beam effect but couldn't find the basics for them.
great you enjoyed the map!
I will continue working on it.
MadFox
#3129 posted by HeadThump on 2006/06/07 19:50:45
For a neon beam effect, make a texture from one of the 32 fullbright textures, then make a small room away from your map. Put the brush you want the neon light to be on inside the room, turn it into a func_train.
Light the hell out of the room, about 6 500 plus light values that hit each side of the brush object should work. Go to the spot you want the brush to appear, put an info_null there and set it to wait -1, target self, targetname self, connect the func_train to the
null and compile.
If everything goes right, you'll have a groovy looking neon thingy in your map that is self lit.
I Mean Path_corner
#3130 posted by HeadThump on 2006/06/07 19:56:14
not info_null -- and of course, those fullbright's are self lit textures in software Quake, but this trick will give them a hazy glow appearance, like a mug of Absinthe.
Tried It Out
#3131 posted by madfox on 2006/06/08 19:04:23
and first my object was hidden in the skytext.
when I added a trigger_once to the func_train
it appeared inbox and it became a intens
object, but not the neon effect I expected.
http://members.home.nl/gimli/neon.jpg
I used 4 lights of 6000, but the texture of the object is already fullbright.
I was thinking of a mod I once saw that showed neon bars as trashold for doors. But it has gone so far in my collection I can't find it.
But thanks for your hint!
Yes, But Can God Actually Lift The Stone After He Made It?
#3132 posted by R.P.G. on 2006/06/08 19:26:30
I thought one of Matt Sefton's maps, and possibly Beyond Belief, had some laser-barred doorways. Truth? Fiction? Figment of my imagination that will be come real as soon as enough people believe it and someone loads the maps to find out, but remains myth until then?
Myth? No.
#3133 posted by than on 2006/06/08 21:57:31
They were simply sections of corridor with shooters that just fired a shit-ton of lasers.If you went into them, you were pretty much guaranteed to die. In the speed run of beyond belief, the runners armour up and just run through the barriers though.
Also...
#3134 posted by than on 2006/06/08 21:58:39
It's easy enough to make a laser barrier with a func=illusionary (maybe you need to use func=wall if you want it to be killable) and a trigger_hurt.
I Don't Remember If It Had Been Done Before This, But
#3135 posted by necros on 2006/06/08 22:45:18
in czg05 (never finished), there were forcefields with thin brushes with water textures stretched by a large amount, making them looking like flickering/fading bars.
Than
#3136 posted by R.P.G. on 2006/06/09 11:25:46
I'm pretty sure it was in one of Matt Sefton's maps, then. Perhaps Jawbreaker or something.
#3137 posted by HeadThump on 2006/06/13 21:22:02
I have been working on a Symbiote map tonight; it's bedtime. Here is a shot.
http://img110.imageshack.us/my.php?image=symbiote4qg.jpg
HT...
#3138 posted by distrans on 2006/06/13 21:30:17
...I like a mapper who gets dark and light working for them. Nice!
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