MegaLun
I guess that would just balance it out, actually. After all, even if one person did</d> manage to keep control of all of them, they're still capped at the maximum health limit... so even though they may be able to stay at high health for longer, they don't really have a bigger advantage than they would have had they just collected the megahealth in an ordinariy map.
On the other hand, since it would be all but impossible to control all of the MH spawns if they were reasonably spaced apart, the other player/s could easily obtain the MH themselves, nullifying the advantage that the dominant player might have had.
I guess if you look at it that way, having 6 would almost be the same as having none - there would be no real advantage to be gained in most situations, assuming everyone is regularly picking them up. Having said that, it might add a random/unpredictable element to the gameplay, especially since they do decay over time - so when you pick them up matters!
Yes
I have yet to master the preview function. :)
Stating the obvious - now in italics!
Reminds
#3480 posted by
inertia on 2007/03/03 07:26:06
of 1on1 in DM2...
2RA
2MH
3YA
...wtf
Mars Blars Toot Bloot
#3481 posted by Friction on 2007/03/05 14:53:31
Hey
#3482 posted by
JPL on 2007/03/05 15:03:20
The shots look cool... while the bottom text sucks !
That First Shot
#3483 posted by golden_boy on 2007/03/05 15:43:09
looks like StarCraft in 3D. The textures (and use of them) are remarkably similar to the Installation tileset.
Where are the zerglings?
Friction
#3484 posted by
R.P.G. on 2007/03/05 15:54:20
Awesome. Please write the introduction texts for all my future maps.
Texts Are Placeholders
#3485 posted by Friction on 2007/03/05 15:55:34
Though the corporate BS I took from the Oracle website does bear significant resemblance to ID's level descriptions.
Far More Interesting, Though
#3486 posted by
R.P.G. on 2007/03/05 16:05:30
I Didn't Know They Used Java On Mars Though
#3487 posted by
czg on 2007/03/05 16:19:29
...but that might a be part of the generally hellish theme they've got going there.
"Five Rivers Land"...
#3490 posted by
JPL on 2007/03/07 21:58:55
The latest screenshots of my latest project... It's dark, and it's Hell.... Feel free to comment...
http://lambert.jeanphilippe.free.fr/Divers/5R1.JPG
http://lambert.jeanphilippe.free.fr/Divers/5R2.JPG
http://lambert.jeanphilippe.free.fr/Divers/5R4.JPG
PS: Brightness has been already increased by 40% and contrast by 30%.. so as usual, if it's too dark: change of eyes ;P
Dante's Inferno?
#3491 posted by
madfox on 2007/03/07 22:14:27
Awfull to neglect the atractiveness of that dark surounding and knowing I'll have to wait all the way along to play it!
Jpl
#3492 posted by
bambuz on 2007/03/07 23:22:14
looks ominous!
Btw, type "gamma .4" in fitz before taking the shots :)
MadFox / Bambuz
#3493 posted by
JPL on 2007/03/08 08:48:21
MadFox: it is not Dante's Inferno... it's rather Doom3 Hell based... you'll see that in a few month I hope..
bambuz: As it is supposed to be Hell, it has to be ominous and disturbing.... As I'm using Quoth, I also added new sounds for the ambience... Oh, and thanks for the gamma thing: I'll test it ASAP ;)
I Dont Think The Rock Texture Fits All That Well
#3494 posted by
nitin on 2007/03/08 10:31:04
makes it look a bit cartoony.
Yeah
#3495 posted by
bambuz on 2007/03/08 13:31:51
I meant the ominous as a compliment.
I like the unpredictable rock formations a lot... and that other stuff departs from basic quake too. I hope it works well.
Bambuz
#3496 posted by
JPL on 2007/03/08 14:56:03
i understood that it was a compliment: don't worry... and believe me, it works fine with the sounds :>
Q4 Tourney Beta "Sunshine"
#3497 posted by
pjw on 2007/03/11 08:31:43
Concerns:
1. The lower YA area is pretty much one-way, barring a sorta clumsy drop-down from the top, or an equally clumsy jump-and-pray to the jumppad from over RG or at +50. There's not really a place to sit and lurk for your opponent that's all that safe down there, so I don't know if it's really a problem.
2. RA<-->MH seems kinda fast, but anywhere to anywhere in the map is pretty fast, so they're probably final. On the other hand, I've moved the YAs around about four times now...
Still To-Do: Sounds, changing out the current bloody fluid for something custom that's a bit more energy/radioactive/something, more minor detailing, a bit more breaking up of huge expanses of concrete, a couple more windows here and there. Detail light settings. More bot clipping. A fair amount of decals.
Custom textures from Evil Lair and sky from Hipshot. Sabot file included (v10).
Screenies:
http://pjw.planetquake.gamespy.com/screenshots/pjw4tourney1ss1.jpg
http://pjw.planetquake.gamespy.com/screenshots/pjw4tourney1ss2.jpg
http://pjw.planetquake.gamespy.com/screenshots/pjw4tourney1ss3.jpg
Downloads:
Fileplanet:
http://www.fileplanet.com/dl.aspx?/planetquake/pjw/mapstorage/pjw4tourney1_beta1.zip
Non-fp mirror, courtesy of Scourge:
http://www.jwivie.com/q3wmaps/pjw/pjw4tourney1_beta1.zip
Is That A Remake
#3498 posted by
nitin on 2007/03/11 09:02:58
looks very similar to one of your q3 dm's, pjw3dm5 ?
Nope
#3499 posted by
pjw on 2007/03/11 09:23:49
That map is gigantic compared with this one, and the layout is completely different, but I do like that concrete and metal look.
#3500 posted by
gone on 2007/03/13 14:48:19
very PJW-ish indeed
I almost though its q3
Almost There...
#3501 posted by
distrans on 2007/03/22 01:08:03
...we are just bundling all the files together for the complete
mission beta testing, and neg!ke has taken the time to set up a little profile over at ModDB. It has new shots of the levels (taken by him) that are far better than the rather spotty ones I posted not long ago.
http://mods.moddb.com/8904/travail/
#3502 posted by
Trinca on 2007/03/22 01:20:19
i want to map like this... :\ i suck to hard...