 Shaft For Chaingun Is A Good Call
#3333 posted by Lunaran on 2006/11/16 20:32:37
I'd go with that. Unless, of course, your copious playtesting proves this to be a bad idea, as metl said.
 Roight.
#3334 posted by golden_boy on 2006/11/17 08:06:24
I'll probably make 2 beta versions and give them to people to playtest. First version will have CG, MG, SG and second version will have HB, CG, MG.
When I do DM6Q2 I'll probably shift the shaft for a hyper, because the GA room would become totally obsolete with only an MP for the SNG.
what to use instead of the ring in DM6, power shield?
#3335 posted by golden_boy on 2006/11/18 17:13:47
#3336 posted by gone on 2006/11/21 04:22:41
golden, couild u make bigger screenshots that actually show some map?
no PS, cause its rechargable it can be kept forever.
unless you have 1 pack of cells with 60sec respawn time :)
hyper does have small spinup/down time
hyper is much harder to aim than chain at any long distance, cause chain is hitscan.
there is already dm6 remake in q2
 Speeds:
#3337 posted by golden_boy on 2006/11/21 14:33:21
I have a problem with Quest atm, the screenshots are totally unusable. They're much too dark (even if the map in Quest looks fine.) I have no idea why this is.
I would give you in-game screenshots if I could even compile the map. I am on Linux. There is apparently no working set of Q2 utilities on Linux (no wonder, considering their age.) I am installing wine at the moment, which should allow me to use the old windows binaries (grr.)
You're right about the power shield in DM6. Any better idea? I am aware of the old dm6 port from 1997 (?), I have it and studied it. ;-) However, in that map
a) the textures suck (black tech everywhere)
b) the teleporter setup is awkward
c) the item placement is strange
and I think I can do better. I think I can even implement slipgates, which are pretty much defining the architecture of the map. dm6 is hard to port though because of the strong Quake1/episode1 theme. Nothing in Q2 resembles that. The best I found is some red brick texture. I don't want to use custom texes.
atm I am doing dm1, because it's easy, there is a nice replacement texture (cell block), and if you put in some weapons it's a good map. A great one actually. There is a pretty obvious spot for a rocket launcher in there :-) no idea why id only put in some nailguns.
dm2 would also make a good Q2 map, I think I could hit the atmosphere pretty well (black metal textures etc.) Not sure how well Q2 bots could navigate it though.
Screenshots will be coming when I get some working tools.
While remaking DM1 yesterday, I thought how cool it would be if someone did a Version 2 of it (for original quake), with some real weapons. (hint, hint)
 Hmm.
#3338 posted by Text_Fish on 2006/11/21 17:59:02
I think it's absolutely brilliant that DM1 doesn't have a rocket launcher. The RL tends to dominate the play of most maps, so DM1 forces everybody to rethink their tactics.
I suppose the Q2 RL is slightly slower so it might not dominate the map quite as much, but I still don't see a need for it personally.
 Well,
#3339 posted by golden_boy on 2006/11/21 19:30:26
it might have something going for it, but fact is most people want firepower. I toyed around a bit, and if you put the (one) RL right under the hole in the floor, there are suddenly multiple ways to get to/control/escape from that place, especially if you figure in rocketjumping. In my Q2 port, I put a chaingun in the room with bars for some balance. Don't forget there's also a GL in a strategic place. I imagine it will be a cool 2-4 people dm/ffa map.
right now, what incentive do people have to go down there? a green armor?
Speeds: I have a working toolchain now, screenies are here:
http://img134.imageshack.us/img134/6035/quake10ol3.jpg
http://img237.imageshack.us/img237/8458/quake11uo8.jpg
http://img136.imageshack.us/img136/4400/quake12jo8.jpg
http://img180.imageshack.us/img180/2020/quake13en1.jpg
playtesting can begin as soon as I find a host to upload it...
heh, btw the original id map file had a leak!!! *grin*
 For Comparison Purposes
#3340 posted by golden_boy on 2006/11/21 20:28:30
 Q2 Weapons
#3341 posted by Lunaran on 2006/11/21 22:52:40
Nobody seriously uses the RL in quake2 DM. if they do they haven't realized it's not as useful as it is in qw/q3. The two weapons you always see the pros going for is the railgun and the chaingun.
Ultimately you will come out furthest ahead if you throw the old item placement to the wind and just place the items in the empty layout the way that layout and Q2 DM gameplay dictates they be placed. You don't NEED to swap an armor for an armor. See how the map plays if players have access to railguns, and then place the railgun according to how much of a risk it should be to go for, and how hard it should be to dominate. Do the same for all the items, decide how to place them, or if you should include them at all.
With thought, your map will be much more than "just another DM6 remake," which is all the others are.
#3342 posted by gone on 2006/11/22 03:13:31
LUN: RL is still very usefull tho
golden_boy: more spotlights plz
 Yep
#3343 posted by golden_boy on 2006/11/22 10:33:21
Lunaran, I get what you're saying. You gave me food for thought and I will probably try that approach (I started doing that to an extent in my dm1 port.)
I'm hesitant to include a railgun in either dm4, dm1 or dm6 because the maps are pretty small and it's painfully obvious which routes the players take most of the time. Imagine enemy is at MH in dm4, and I have a railgun. I can just post myself at the shaft ledge. If I'm a good railer, I'll hit him every time he tries to get out. (of course, the same goes for Q1's rocket launcher, so I'm probably overestimating that.)
I took a few liberties concerning item placement already. I'm more than willing to accept suggestions.
As is probably apparent, I am striving to pay homage to the originals, both in texturing and in rawness.
Speeds: I haven't really tinkered with the lighting yet, it's 99% original. I'm still wondering why it's so much brighter in Q2. Perhaps I accidentally activated some sunlight while compiling. No idea.
I need a free hoster for the bsp files, any suggestions?
 Q2 Lighting
#3344 posted by R.P.G. on 2006/11/22 10:36:41
It's probably because Q2 lighting bounces the light off of walls and what not, whereas Quake does not.
 Q@ Lighting
#3345 posted by inertia on 2006/11/22 11:26:10
can't you deactivate radiosity or whatever the bouncing light is called?
 Yeah
#3346 posted by Lunaran on 2006/11/22 12:33:56
Just run light with -bounce 0 and it won't do any.
Golden, railgun in dm6 probably can't be much more powerful than qw-rl in dm6. even if it is, putting it in the most risky spot you can find (like the deadend) and simply not providing an ounce of ammo for it anywhere else would emasculate ANY weapon on that map. if the up player's strategy is to focus on the RG, he's going to be constantly leaving his bare ass out waiting for the down player to kick it if he has to keep going for that RG.
 Right Again.
#3347 posted by golden_boy on 2006/11/22 14:06:54
I agree that the deadend (MH room) is the natural place for the railgun. Providing abundant bullet and rocket ammo but no extra slugs. Testing shows that this variant is actually rather cool, because it introduces danger.
Q: Is it too powerful to leave the MH in the same room as the rail? An alternative would be to put it in the yellow armor spot (armor room.) There's too much armor in the map anyway (I already substituted a GA with shards.)
Lunaran, thanks for your invaluable input. RPG earns a special thanks by now, too, if only for making kickass maps :-) *mumble* *munch*
 Q2 Lighting...
#3348 posted by metlslime on 2006/11/22 14:57:18
q2rad only does radiosity for surface emitted light. Point lights do not bounce no matter what.
However, point lights still look different in q2 vs. q1 becuase (i think) there's a different angle falloff or something like that.
 Golden_boy
#3349 posted by negke on 2006/11/23 14:05:15
kudos for using quest btw.
using its screenshots is kind of tricky though. ps doesn't display them properly (they're way too dark), so i used the semi-clever hack of importing them to openoffice (or any other program) and from there copy/paste them to a new ps image. sounds dumb, and really is in the end but it works at least... :P
 Golden_boy
You should check out the map match1 for quake 2, it's quite similiar to q1's dm4 and quite fun, I recommend you check it out.
It's nice for competitive play too, they used it at quakecon in 2005 I remember(or was it 2004?).
Too bad the map looks like shit.
 Q2 Lighting...
#3351 posted by Argh! on 2006/11/23 18:55:02
*me smacks metlslime* Of course point lights bounce in Q2!
 Match1 For Quake 2
#3352 posted by gone on 2006/11/24 02:47:34
is bullshit
its been dismissed as a duel map on the pro scene here. RA placement is idiotic
looks like shit and has wrong proportions too
 I Need A Body
#3353 posted by pope on 2006/11/24 07:16:49
or two to run around a small (read cramped) Doom 3 deathmatch map. fire me an e-mail if interested, i'll have a pak assembled this weekend.
 I Tried Match1
#3354 posted by golden_boy on 2006/11/24 08:19:45
I'm not going to comment because I don't want to badmouth it. Speeds is basically right.
I could care less if my map is used at quakecon, I just want to do a really good port because *I* love to play those maps, but also love Q2.
:-)
Thanks neg!ke for the screenshot tip. I use quest because it does what I need. So far.
 Argh!
#3355 posted by metlslime on 2006/11/24 13:12:54
Hi!
And.... really??? I was pretty sure they didn't... How could I not have noticed after all the maps I made? Hmm, I'll have to check on that, I still can't believe it.
P.S. How is the Oblivion patch going? :)
 Metl!
#3356 posted by Argh! on 2006/11/24 17:11:13
Heya! Been an occasional lurker here for ages, finally had something relevant to contribute. ;)
You're prolly thinking of styled lights (includes triggered ones). Those never bounce. You're are right about the angle falloff. Quake's point lights look more like using _angfade 0.5 in ArghRad for Q2.
Oblivion is... um... still there. :}
 Oblivion
#3357 posted by nitin on 2006/11/24 18:09:39
as in that buggy q2 mission pack ?
I thought the patch for that had been abandoned long ago ?
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