Mixed Maps
#26 posted by
aguirRe on 2005/08/31 04:52:20
Drew's map was easily the best in a classic style with lots of monsters to fight, with ammo and health to match, but there should've been one more armor in the later half. Several ammo boxes were unfortunately in the same position, which made it difficult to judge if you should grab it or wait a while. Technically, the map leaked and wasn't vised or lit. Great potential though, given more time. If you're interested, I've a version with most issues fixed.
HeadThump's could maybe best be described as cramped. There were progression, monsters, keys and all, but the extreme confinement was very detrimental. Button mechanics and texture scaling was odd, too.
Neg!ke's was again pretty innovative; this seems to be a trademark. A functional map but with unnecessarily difficult maneuvering along the spiral. Lighting was interesting but relied too much on minlight. Technically, big HOMs in all corners and along the walls. Possibly the grid was involved here. Only fastvised as well and I think I know why ...
Zwiffle's had an interesting look with the somewhat Giger-esque ring and texes. A very small map with many fiends and plenty ammo, but the layout made the poor fiends almost helpless.
#27 posted by
Trinca on 2005/08/31 07:35:07
what bind do u guys use for quicksave???
F6
#28 posted by
Text_Fish on 2005/08/31 07:48:06
No doubt Bal uses left click. ;)
There Is A QC
#29 posted by
HeadThump on 2005/08/31 09:01:34
file on the archive sites called Trigcon which adds a trig_console function. You can use it to add save states like you mention (you can designate a seperate save file for these as well so need to write over anyone's game).
Combine it with Custent's multiple info_playerstarts, and place these around the entry points (load instead of save) and exit points (save), you can hack in a means of making an episode more hub based than episodic. Though an optimal solution would be to work these into the change level functions in the progs.dat and put in fail safes that keep the player state current.
Heh, Quicksave And Sp Playing In General
#30 posted by
bambuz on 2005/09/01 02:04:10
I never use any menus or sp features, just type save 1, save 2 etc in console. In chapters I saved with v1 for vondur's map etc.. Sometimes you forget to save and then you use god and noclip to get to the place where you died, but sometimes you have to kill monsters and I've found the only real way is to use impulse 9 to get all weapons and shaft 'em. That sucks. Is there any specific way to kill monsters with one click or so and also to get just some specific weapons?
Maybe I'll do some proper single player configs some day. Btw, it would be cool if metl would add impulse "8 5 4 2 1" kinda multi-impulse from fuh or z in fitz - if it's easy. Weapon scripts from dm would work directly in sp. That's one of the biggest woes of dm players playing sp.
#31 posted by
Trinca on 2005/09/01 03:04:16
finaly someone inteligent enought to explain...thks Bambuz
bind "r" "save 1"
Wtf Impulse 9
#32 posted by
JPL on 2005/09/01 04:47:15
Instead of impulse 9, I rather prefer to use give console command to select what I need.
give <2/3/4/5/6/7/8> gives weapons (shotgun to thunderbolt)
give <s/r/n/c> <N> gives N (N positive...) ammos (shell, rocket, nail or cells)..
It's more interesting to my opinion to use these commands when you are short in ammo, rather than an impulse 9 that gives you all the keys when yo didn't pick them yet... Note that god console command is useful too when you are short in health ...
It's then interesting when you are "beta test" a map to see what's missing in order to correct ammo/armor/health balance...
Reviewowned
#34 posted by lag on 2005/09/02 12:17:04
neg!ke: map had the most promise, with interesting structures and beefy (if not excessive) monster selection. Shame about the big grey bits on the floor.
drew: wasn't vised lol. And aside from that, was not fun to play at all for me. I don't mean dying, I mean... yuck. :)
zwiffle: What??? I'm sure there was a map in there somewhere.
headthump: Strange ideas, not done too badly, but ogres in confined space = annoying. Also the scrag spawn was way predictable, a certain door does not "open from the other side", and there's no need to compete with Romero for 'most annoying lift' award.
Oh, I Beat Romero That Time
#35 posted by
HeadThump on 2005/09/02 15:20:13
hands down;)
About the other doors, it was my intention to continue fleshing the map out with more sections that I have planned in future speedmaps so those other doors have a purpose, just not at the moment.