[Halloween Jam Shared Media] Halloweenjam_prefabs Tweak
#13 posted by Newhouse on 2018/10/22 00:41:38
rotating door didn't have targetname on info_rotate entity, which made it shake like crazy when opening. so now that should be fixed.
^ Added Double Door Example & Now Target2 Has Pivot As Target
#14 posted by Newhouse on 2018/10/22 01:08:24
H2p_skeleton.mdl Added, Converted By Xage
#15 posted by Newhouse on 2018/10/22 01:13:20
Halloweenjam_prefabs Trees And Exit Update
#16 posted by Newhouse on 2018/10/22 02:51:57
halloweejam_prefabs.zip:
-Trees and skullgate level exit prefab added
tree1.mdl from quoth added
jcr_willow1_tree.zip
jcr's tree and textures
#17 posted by Qmaster on 2018/10/22 05:05:10
Where is the link to the shared media for the rest of the stuff? All I see are wads.
@qmaster
I am seeing the mdls in that link.
Qmaster
#19 posted by Newhouse on 2018/10/22 11:08:57
Everything is there*
Jack-o-lantern
#20 posted by Preach on 2018/10/22 23:27:55
On Sunday I decided to add some extra skins to the lovely pumpkin model in the pack - in fact I carved the pumpkin with some nice glow-in-the-dark designs:
1) Skull
2) Jaws
3) Quake logo
4) Pentagrams
5) Right arrow
6) Left arrow
Most are just for visual effect although the last two could be handy to aid navigation. Anyway, if you want to use them please do - the model is also designed to be drop-in compatible with the original model (so skin 0 and frame 0 are unmodified).
http://www.quaketastic.com/files/models/pumpkin_extra.zip
Fantastic!
#21 posted by Qmaster on 2018/10/23 01:07:42
#22 posted by Qmaster on 2018/10/23 01:34:17
Mostly Intentional
#23 posted by Preach on 2018/10/23 21:58:45
Except for those on the original skin, don't know what the point of those were. On the new skins those points are where the light shines through the lid of the pumpkin : - )
#24 posted by Qmaster on 2018/10/23 22:17:19
Ok. I might patch the original skin later tonight. The lid thing makes sense.
Pumpkin With Full Brights Removed On Skin 0
#25 posted by Qmaster on 2018/10/24 04:02:30
http://www.quaketastic.com/files/models/pumpkin_extra_v2.zip
Enjoy!
I'm trying to pump (get it!) something out for this. Keep getting wonky compile issues. Missing faces and the like. Argh.
Deadline Extension By 7 Days
#26 posted by Newhouse on 2018/10/25 14:47:52
Timer should be soon updated, + 7 days.
For this year pack will be more about horror and late-halloween map pack, next year things will start much earlier for sure.
New deadline will be 5th of November and then pack will be released soon after.
#27 posted by Qmaster on 2018/10/25 16:26:44
Dang. I've been cramming up into the wee hours for nothing? Guess now I'll slack off, lose time, and give up after feeling like it is too unpolished. Ok no. I will finish this one. Must. Beat. Old. Habbits.
I think I found a bug in the AD progs. Has anyone else noticed that when using custom sounds on trigger_relays that they are played immediately rather than after the delay? I looked at the code but in my sleepy daze it didn't seem like it should be doing that.
Qmaster
#28 posted by Newhouse on 2018/10/25 17:22:02
Try always value your progress, gameplay/visuals everything. We too easily think that time doesn't run fast and soon it is already 5th day.
Still Wanna
#29 posted by spy on 2018/10/25 19:21:14
make a resque mission map
there's a prison, a buddy you have to resque from a zombiefied prison, and there is you and your axe
and a lotsa zombies
ala most resent tv shows
Why Not Eh.
#30 posted by Shambler on 2018/10/25 19:47:47
Sounds like a potentially cool idea.
But
#31 posted by spy on 2018/10/25 20:21:14
is it ok, if the axe would be the only weapon allowed
Could Be Boring Yes.
#32 posted by Shambler on 2018/10/25 20:34:35
But then use of different zombie types, normal axe with Quad to start, power-ups etc.....could be functional??
Basically
#33 posted by spy on 2018/10/25 20:39:18
consider the map as the sm_jam_turtle offspring
sort of
Axe Only, Could Work
#34 posted by Qmaster on 2018/10/26 00:34:01
Could progress from axe to shadow axe. Start with the easy enemies, couple death knights, then sprinkle in zombies, after a bit of running around either give the Quad, or then drop in a shadow axe, then start adding in harder knights, give a quad at the end with a fury knight battle. Could work. You could even have shootable button secrets still, just have to take a leap of faith and thwack them. Keep it relatively short and it won't be terribly boring.
How Goes It??
#35 posted by Qmaster on 2018/10/26 04:12:08
Hmmm...this is probably my most complex entity setup yet. I'm making heavy use of the entity state system, finding its limitations. Thankfully, trigger_relay remains the most amazing entity ever. And with AD 1.70 you can have it start disabled and enable it later. Yes! This is the coolest replacement for a hack yet.
How goes your mapping? I find I'm having trouble avoiding being too campy. I have some nice creepy sound effects in my library of mods that I'll include with the map though to help out.
Random Thought
#36 posted by Orl on 2018/10/28 00:18:04
This being a Halloween jam and Redfield being a fan of Disney, I'd imagine this would be the perfect opportunity to try and recreate the Haunted Mansion.
Redfield? I hope you haven't retired.
#37 posted by Drew on 2018/10/28 00:58:55
Hope Qmaster pulls through
I liked your previous maps
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