#304 posted by JneeraZ on 2008/05/30 19:55:45
Hey, I'm working on mine! I swear.
See Everyone In 2 Weeks
#305 posted by gone on 2008/05/30 23:13:41
Will The "Remix Mapping Challeng"
#306 posted by RickyT33 on 2008/06/02 00:33:42
have a booth on the Quake Expo?
Sux
#307 posted by MaTi aka seir on 2008/06/02 18:57:47
no news on main page = I didn't know about that contest...
:(:(
No More Sleep!!!!
#308 posted by RickyT33 on 2008/06/03 14:12:01
Bah! - Who needs sleep anyway!!! I can map 'till 4AM it seems, and still feel fine in the morning!
I wish....
(curls up in a ball on the floor in office at work, slips off whilst clutching the phone)
Yeah....
#309 posted by JneeraZ on 2008/06/03 14:24:44
I'm boned on this. Work is too heavy. Whenever the deadline is, I'll turn in what I have at that point. Don't wait for me. :) I'll do what I can until the buzzer sounds.
So...
#310 posted by MaTi on 2008/06/03 17:39:55
...any free maps to do?
Files
#311 posted by Spirit on 2008/06/04 12:51:13
How shall the files be named? I'd suggest e*m*rmx_nickname.
Will there be a start map? Then we would have to set the changelevel right. Would be nice so people don't have to use the console. The drawback would be that the pack would need its own directory as the weapon removal is fixed for start.bsp in the qc, isn't it? All the 100brush packs did this too and I think it's nice.
MaTi: A lot of maps. One and a half week is quite short for it though I guess. Maybe you could contribute a start map (see above)? :)
Start Map
#312 posted by negke on 2008/06/04 14:05:43
You could make a simple start map called rmxstart which player could load manually after finishing a map. The remixed maps could still point to their regular follow-up levels. Probably better than a QC solution.
Uh
#313 posted by Spirit on 2008/06/04 14:28:53
That would completely screw up any balance. Or did you guys all keep the map "enclosed" in terms of weapons and balance for follow-up levels?
#314 posted by JneeraZ on 2008/06/04 14:37:22
I asked that earlier and was told that the remix map should be playable from a cold start - so include pickups for any weapons that the player will need for your map at the start.
Trigger_changelevel
#315 posted by RickyT33 on 2008/06/04 15:31:11
should point to "e4m2" or whatever.
This way, all new maps could be placed in an "rmx" dir in the Quake dir, and renamed to "e4m1, e3m2, whatever", and players could play through Quake as normal, with the new maps replacing the id maps where possible...
Weapons: in my maps there is an SSG, a Nailgun and a secret LG. Except for the secret LG, I think this is all of the weaponry that there is in the ID version...
#316 posted by JneeraZ on 2008/06/04 15:52:11
"and players could play through Quake as normal, with the new maps replacing the id maps where possible... "
Some maps are being duplicated aren't they? I think we have some overlap.
Do We? - Not So Sure...
#317 posted by RickyT33 on 2008/06/04 16:18:42
Spirit e2m1
rj e2m5
headthump e2m7
Vigil e3m1
Scampie e3m3
Willem e3m4
Speeds e3m5
RickyT23 e4m1
Zwiffle e4m7
I just think that if you target the next level as the original map did, then the "RMX" collection could be played through as if it were a mod, it could be added to in the future without re-packaging...
Although Im not the person to decide how to do it! :P
#318 posted by JneeraZ on 2008/06/04 16:30:13
Oh, my mistake then. I thought some people had doubled up on maps.
#319 posted by negke on 2008/06/04 16:31:13
Hence my suggestion of the independent start map.
A Start Map Would Be Nice I Guess...
#320 posted by RickyT33 on 2008/06/04 16:44:17
...an excellent addition to the pack! Who's gonna make one in 10 days?
The beauty of naming the maps "e2m1, e2m1" etc is that and additional maps would be compatible! Just whack them in "quake\rmx\maps", then all maps could be accessed from the Quake menu! Also any future maps could be added/replaced as and when the end user feels like it. If there are duplicate maps at some point then the player can choose which ones they want in their experience...
Still I maintain that this is just what seems logical to ME, others may differ....?
Bah
#321 posted by nitin on 2008/06/04 16:56:22
release them individually, they would be too hard to match up for balance otherwise.
Bah²
#322 posted by Spirit on 2008/06/04 17:10:02
Naming the maps e*m* is a terrible idea. They are not meant as replacement for Quake's maps, are they. e1m1rmx is available as id1 and quoth, e1m2rmx is quoth, ours are all id1. Also maps should always have unique names.
The Quake menu (I guess you mean the multiplayer menu) has the map names hardcoded, so the names would not be the new ones ("my rmx map by me" or whatever). So that would be completely useless.
If they were meant for continous play then we have a problem as either people would have to make sure the player has no ammo left when getting to the next map (right...) or the follow-up mapper would need to know how much ammo and what weapons are taken over. And then we could aim for release in December...
Having to use the console after each map is a bad idea, especially for normal people. It's bad enough for many that they have to specify some commandline.
negke: "take away all stuff on starting new episode" is determined by if (world.model == "maps/start.bsp") in the qc. Thus my suggesting of a folder (rmxcomp or what) and a simple start.bsp (like the ones in the 100 brush packs) pointing to the maps.
#178?
#323 posted by RickyT33 on 2008/06/04 17:19:51
So should we make "trigger_changelevel" "target" "start" ?
And name the maps "e4m1rmx" ?
I'm down with that! ;-P
(by "down with that" I mean "sounds fair enough to me..."
Doubling
#324 posted by ijed on 2008/06/04 17:32:03
As I've mentioned before I'm working on a remake of episode 3 - but with its own progs. It will be playable under id1, but some stuff will be missing.
I'm using the name format e#m#rmx - maybe a bumper rmx pack later on would be good.
I'll be doing a remake of the original startmap once I finish 1-7 that will call the basic starts for each episode and shub's pit with rmx appended.
I have betas of m1-m2, alphas of m3-m6 and a very early version of the haunted halls. There's months of work left, so this is a heads up more than anything.
#325 posted by Zwiffle on 2008/06/04 17:32:11
And then we could aim for release in December...
December 2012.
:(
December/2012 = >:-o
#326 posted by RickyT33 on 2008/06/04 17:38:14
15th June 2008 baby!!!!!
:D
15th June 2008
#327 posted by HeadThump on 2008/06/04 18:08:58
Is that confirmed? If so, I still have a decent amount of time to work in. I was afraid I would have to take a pass given I can't map this coming weekend.
I've Been Mapping Like Crazy
#328 posted by RickyT33 on 2008/06/04 18:12:22
this last couple of weeks, I'm about to go into some last minute testing!! But I can only map up to the 8th because I'm going to Idaho/Vancouver for the final week! I'll submit my map to Speeds on the 8th!!
Headthump - I'm looking forwards to your map!
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