Moderated!
#3456 posted by RickyT33 on 2013/04/22 23:32:22
Ijed..
I made the rock pillars func_walls in one version. Still got bad collision problems. I have found that most collision issues disappear when it compiles without the "reached occupant" error, unfortunately there are so many leaks that I just would never have had time to plug the holes
I didn't like the rubicon set at first but I have to admit it grew on me after I worked with it. Maybe I'll do a proper one in the future. ;)
Speedruns
#3458 posted by Orbs on 2013/04/22 23:52:53
http://members.upc.nl/verorber/sm169.rar
and a demo toget thumbs up,unfortunatly you dotn see that in the demo i forgot that the intermission screen in a demo is not the same while actualy playing,soif you want to get that thumbs up you will still have to beat it on nightmare (on easy the thumb stays down :P)
my favorite of the pack was drew's, ijed looked cool to but i could only get it to run in rmq, and that runs awefull for me to awefull to do a double grenadejumpto that goldkey :)
#3459 posted by Drew on 2013/04/23 05:18:43
hmm
ricky your demo cuts out for me after you die...
oh well...
Orbs... wow, haha! I walked right into that one!
Should I have made the biosuit the secret, instead of the MH?
Also, does fog not automatically set in for everyone else in mine?
Drew
#3460 posted by RickyT33 on 2013/04/23 10:13:15
I used Fitz Mark V
Yeah Maybe
#3461 posted by Orbs on 2013/04/23 10:30:49
or dont have the portal at the megahealth, it only uses 16 health (without armor) to get it f you woudl have to swim up again it woudl use a lot more + no shortcut
Ricky
#3462 posted by Drew on 2013/04/23 18:35:38
derp--thanks for the demo!
Orbs, thanks for the feedback. thought of it/added it last minute.
Gah
#3463 posted by negke on 2013/04/23 20:12:19
I made a little map yesterday based on stuff discussed on irc, but then derped on a hack and stopped. Turned out the solution was too simple for me to notice. So here it is, basically a Fuck you Scampbler gimmick.
#3464 posted by negke on 2013/04/23 20:13:20
#3465 posted by - on 2013/04/23 22:58:12
how the fuck
He's A Witch!
#3466 posted by ijed on 2013/04/24 00:43:23
Neg...
I have no idea how you made the giant bucket map thing... that's insane.
For The Next Theme
#3468 posted by Cocerello on 2013/05/08 22:25:39
How about some inverse world map?
Explain!
....
OK
#3470 posted by Cocerello on 2013/05/08 23:17:27
I thought of 2 options:
- You make a map, and then you rotate it 180�, with the ceiling at the bottom and the floor at the top.
- You make the map with this in mind, trying to make some architectures that look weird if inverted. It would look like the home of Cthulu.
...
#3471 posted by starbuck on 2013/05/08 23:25:53
isn't there a teleporter trick which lets you flip the player over? You could complete a level one way up, then get to the end, flip upside down, and then come back along the ceiling!
But ...
#3472 posted by Cocerello on 2013/05/08 23:39:56
... you need to flip the map, not the player. Even if the player flips, he is on the floor, walking with the head.
I Doubt It..
I think you can do that in Unreal by having two rooms with a portal at the top of each... but I don't think you can do it in Quake...
Hah
#3474 posted by ijed on 2013/05/08 23:45:31
I thought of that recently, and the problem is that the controls are reversed.
You could just flip those as well, bu that's QC work.
Option 3
You make a map, rotate it, and rotate the player by the same angles.
Sounds Like
Something right up Digs' alley.
If I Recall Correctly...
#3477 posted by distrans on 2013/05/09 04:58:21
Zippie used the teleport rotate trick in his level "Stampot" in the first quake 100 brush competition.
#3478 posted by negke on 2013/05/09 12:44:28
I don't think the teleporter trick can flip the player completely. Even if you set the z angle to 180, his view will only be titled by 45 degrees. And changing x and y only messes up the movement.
There's been at least one inverted-themed event: SM132.
#3479 posted by negke on 2013/05/09 12:55:56
Except those sm132 maps aren't really inverted at all...
Try sm159_negke for a start.
Negke
#3480 posted by Cocerello on 2013/05/09 16:56:48
Sm159_negke, more than inverted world, is invertable world. It's another way to use the idea. It's the fourth option. What trick have you used?
By the way, very impressive map.
Sm132_omus is closer to the idea i had for an inverted world, even though only the tower and the passage are inverted.
Well, seeing that the idea have already been used, is better to think for another one for the next SMP.
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