Heh
#26 posted by sman on 2005/09/17 09:42:15
yea I really couldn't figure out neg!ke map... it seemed after i fought the dogs and enforcers, then the bars wouldn't go down on that one teleport. Unless it's because I'm using Darkplaces??
Sman
#27 posted by
negke on 2005/09/17 10:47:35
darkplaces is to blame here!
after killing the enforcers an ogre is supposed to teleport in, upon whose death the bars are lowered. however, both ogres in the map spawn a bit too close to the wall - which usually is no problem -, but darkplaces apparently throws such entities out of the map.
this really sucks as it scews up a whole majority of maps!...
Hmm
#28 posted by sman on 2005/09/23 13:36:03
so in that case, without using dosbox, what is the appropriate engine to use to get such problems to work?
Hey
#30 posted by
biffmasta on 2005/09/23 20:59:09
yea neg!ke's map was cool once i elected to get fitzquake instead of darkplaces...
nice work
Played It
#31 posted by
Kinn on 2005/10/02 06:06:26
sm102_generic: fun map with some nice surprises. I kept tripping on the uneven floor detail though. End gib made me lol.
sm103_generic1: this was great too up until the very end, where it was impossible to finish the map because I ran out of ammo before the shambler was killed. Nice textures though :)
sm103_generic2: ooookaaay.
sm103_neg!ke: forced axe combat got old after a bit but nice tree :} I saw the magic leaf thing too :D
sm103_starbuck: damn fine architecture for a speedmap, but I had nowhere near enough ammo/health to take down the shamblers at the end. The vores were manageable, just.
sm103_zwiffle: again, pretty good build quality. Adequate ammo/health and fun gameplay. The hknight horde and the cheeky spawn at the end were good for comedy value. Definately my favourite of the pack.
Woot
#32 posted by
Zwiffle on 2005/10/02 07:34:25
Kinn has verbally sex0red me. Take THAT czg!!!
me-> 8========D *** O_O <---czg