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SpaceHulk 256 Brush Map By Ijed
Here it is:

Screens: http://shub-hub.com/files/images/hulk256_shots.JPG
Download: http://shub-hub.com/files/maps_singleplayer/hulk256.zip

Thanks to Distrans for the concept.
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Mission Successful 
hulk returned.
mission time 0010 hours.
need medic for 1hp.
data download successful.
excellent execution.


What Lun said except for the :| smilie.
Great fun. 
Uhhhhh 
You're right about that damn console, Lun, nobody realises you have to wait there . . . I should have put a message if the player tries to leave that room before downloading all the data, but it's a pain in the balls to do triggered triggers, especially on a brush limitation (no nail logic gates).

Bah, it was highly useful reading that :P. That ensured I tried to keep next to the console whilst 82 Fiends spawned outside and all crowded in the room with me. Eventually I got bored of the small talk and ran around outside a bit to kill them all, but it was a bit unsavoury as I actually lost some health there (which I wasn't planning to do).

Very cool gameplay mechanism, nuff scares and shocks, good combat, good fun. 
Ahm 
(no nail logic gates)

but doesn't quoth2 have a new ent for that? or am I just assuming it does because it has new ents for seemingly everything? 
 
congrats !!! 
I Think 
quoth2 actually does have a thing for that, trigger enable or something like that, don't remember how it worked. 
 
huh, isn't that the beta Ijed? Shouldn't we start with the SNG? Or perhaps I messed up again. :E 
Yeah, 
It should be there . . .

Trigger enable? I don't remember it, so maybe it was later in the dev cycle.

I reckon a better message;

WAIT
HERE

Instead of;

please wait

Would have been sufficient. I was thinking please wait in a mother / mexx series computer voice ie. whilst fiends are trying to rip the player's skin off.

Thanks to all for feedback. 
;) 
 
Not Bad 
Quite large for so few brushes. It had a special feel to it, somewhat eerie and deserted. Reminded me of Michael Casaday's Hell In A Can.
The infestation bits were cool, didn't know Quoth2 had such entities. The download wait would've confused me too if I hadn't read the posts above before. 
The 
Blobs are bilefrags and bilebomb models from the Gug spanwed via the maponject_custom - although I couldn't figure out how to turn off their animation.

I'm quite happy with how it turned out, a quick fiend slaughter session with some extras. 
Forgotten How To Type 
 
"Reminded Me Of Michael Casaday's Hell In A Can" 
Very. 
Thanks 
 
Proper Pics 
Plz. 
Nice Stuff 
great execution of the concept, I was a bit skeptical before playing given the limited brush count but this was perhaps the most dangerous quake I've played in a while (since probably distrans' and ricky's base levels).

Very nice atmosphere, would love to see a full blown map in this vein. 
This 
I walked around not really quite understanding what was going on and was in constant fear.

I think this made me realize some things that are non-ideal about Quake because this map didn't do it.

Nice differences:

1. Respawning ammo
2. Seemingly non-fixed monster placement
3. Starting with a decent gun
4. No health

This removed a lot of the predictability and what can sometimes seem like monotony in Quake of open door and shoot monster or get key and be ambushed and shoot monsters.

I hadn't realized how much having monsters spawn in the same place detracts from surprise. Maybe it happened in this map and I just didn't realize it, but the lack of certainty about what was going on made me more concerned.

All fear is fear of the unknown and being unable to figure out how to stay safe made this map more "real" to me. I liked the staticy TV or monitor it was a nice fit for a spookier map. 
Hah 
I walked around not really quite understanding what was going on and was in constant fear.


Cool eh. 
Baker 
Not understanding - do you mean the map mechanics?

I had alot of trouble in playtesting with this because to me the idea was straightforward but I didn't take into account signposting well enough to guide the player from the start to the end. The limited texture set and repetition of brush shapes didn't help either - in earlier versions there were no icons on the doors (brushes again) like the arrows, exit and computer texture. Guess I can appreciate the explore mechanic thats been seen in recent Q1 maps and how it was difficult to alter the player's mindset.

I tried to use the beep-beep sound to simulate the classic motion tracker sound from aliens (SpaceHulk also has Blip Tokens) but the sound turns on and off, depending on if the player is looking at the centre of the trigger.

The map probably breaks down under coop. I experimented with having fiend spawners in the form of either cryo-tubes, blob clusters or holes in the ceilings, but didn't have enough brushes / edicts / any new models. So they just spawn relatively far away, although most of the time from different directions so the player can't just put their back to the wall and blat 200 nails into a conga line of fiends.

Originally coop gave each player different weapons (which is why the player spawns first outside the map) with a sargent (+hammer), two regular marines (+grenades) and a heavy weaponeer (LG replaces SNG) but I got rid since I doubt there are any solid 4-player coop matches still running.

Ok, I'm justifying the design a bit, maybe I should have pasted the above into the readme. 
 
zommgggg weardo map :\ i dont like much fiends... next time use tarbabys hehe

nice map! are you sure that are only 256 brushes? zomggg look much more to me!

here it goes my first run!

http://trinca.quaddicted.com/temp/hulk.dz 
 
next time use tarbabys hehe

ughh no... I hope not o_O 
Thanks 
For the demo Trinca - see you fell foul of the download thing as well, then the fiend ambush >:)

Think I'll put 'SpaceHulk' in my mod ideas folder . . . 
 
Interesting how much thought you gave to the Space Hulk rules regarding the original coop idea. 
I Reckon 
A mod could be made, maybe as coop only type of thing, with each player choosing their class and then trying to complete the mission, the game taking care of genestealer / fiend spawning. If the levels stuck to the fairly flat SpaceHulk Layouts (without much in the way of hazards) maybe even bots could be used to fill out the rest of the team. 
Bots 
There are not many coop capable bots in Q1. IIRC Zeusbot is the only contender here... (Frikbot might technically be another one) I tried it once, and I'd recommend to bind a key to whatever the "teleport bot here" impulse was because they like to get stuck and can't handle lifts etc very well... yup, one lift might be enough to throw them off.

They're not very human like either.

You'd probably want something that takes waypoints, to better handle sticky situations...

Frikbot is made to be plugged into existing mods, however I don't know how good its coop capabilities are...

3zb2 (for example) knows about teamstates, ie it can be follower or leader, and it can either follow a teammate or not... depending on skill flags and circumstances... it checks which weapon teammate has, if he's a flag carrier (in CTF) and decides based on those things...

it wouldn't be difficult to implement commands which do nothing else but setting a teamstate... ie "teamstate follower, follow_mate" or something.

If the bot HAS teamstates.

You could use locfiles to have the teammates report their status... if enough NQ engines support them...

then there are problems like the bot taking every ammo box he can get, instead of leaving it for you... and if you implement that (by checking teammate's ammo status?) they might not know when they're SUPPOSED to pick it up... like for example when they have only 5 health and the axe... (other situations might exist) - they're really pretty stupid when it comes to teamplay. 
Q2 Lazarus 
Func_actor had the follow / get out out of the way ability, which depended on if the player was looking at the bot and if it was already following - ie. follow became get out of my way. There was 'all follow' as well and when enemies appeared they had the same 'damagegroup' as the player so got angry at the monster, or just got angry on sight of monsters.

That'd be a hell of a lot of code to implement.

The ammo thing I'd presonally just sidestep - bots always have ammo and don't pick it up, like the Nehahran NPC's, but maybe after firing for a while they are unable to fire for a short time and go into dodge behaviour.

Problem is I've only ever once played Q1 coop, and that was years ago when it wasn't so old hat in mainstream eyes. 
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