News | Forum | People | FAQ | Links | Search | Register | Log in
Base Pack
oh wel i love base theme so much that i start making another map just want to ask if is anybody interresing in making a episode? maby with 4 or 5 maps?!?!
First | Previous | Next | Last
Than 
I hope you will be able to compile it before the deadline ;)

I hope as well ! This map is more occluded than Castle of The Dark Ages was... so I guess it should be fullvised in less than a week...

Also, there are not yet monsters.. I already placed some items (armor, health, ammos, weapons) cause I already have a clear idea how the player will have to progress, And concerning monsters, I still have to decide which monsters, and where they will have to be located...

Furthermore, as I'm not used with Quoth mod, and as I didn't use it before, and due to the lack of time till the dealine, so I think I will not use it at all... Maybe I will reuse Cyberdemon / spawn64-based progs.dat I used in Event Horizon... I said maybe.. ;P
I know it break the general consensus rule that has been discussed some days ago.. sorry for this...
Well, I'm not still sure at this time, but as I'm using Doom3 textures (I converted to Quake wad format) I guess a CyberDemon would fit well in this map... I'll see that in the final room... depending of its size...

In anyway, I will try to respect the deadline this time :) 
 
my map will be for sure i�m going to last area now! but i got many stuff to fix :\ first part of map lights are very flat. 
JPL 
for the pack we are using Quoth. If you want to use another progs with the cyberdemon in then your map can't really be part of the main base pack release. However, Quoth is REALLY easy to use, there is a great guide available on both Kell's and Necros's sites, and I'm sure anyone here can help too.

There are plenty of large monsters in Quoth, and all of them fit into Quake much better than the cyberdemon. Also, the spawning method is simple as hell. All you do is a set a spawnflag and the monster will not appear until triggered. EASY! 
Than 
I found Kell's Quoth tutorial (actually I discovered it yesterday nigth surfing onto Kell website...).. As I read it quickly, it sounds to offer many possibilities...
I still didn't started to add monsters (the map is fully monsters free), but completely functional (i.e the player progression is possible from start point to the end (even if not yet built)... So I think it would not be a big deal to use it... I'll see that later when I will start to fill the map with monsters.... 
Ugh 
just got to get my shit together and stop pvping in wow. :P

hopefully should have the beta monsters ready soon so you guys can start using them in your maps. 
 
hehe my map is almost finish in layout! just need many many fixes! 
Necros/kell 
please mail me the pak (or upload and tell me where to get it) :)

My map is not really ready for the monster I am hoping to check out (eddy), but I am sure I can make some space for him temporarily and give him a good slapping around :)

The map is coming on fairly well btw. Just a couple more (fairly significant) areas to build and then it's all tweaking and adding gameplay. Not quite sure what is going to happen at the end of the map, nor whether it will be above water or underwater. 
Necros/Kell 
A good thing would be to update Quoth tutorial as well.. just for newbies like me ;) 
 
:\ each room i make i add gameplay :\ of course i change always but the basic gameplay is always done!!! and my map just remains the final area!!!

still just dont now if will be a single room or more stuff :\ must think and today my head is empty :( 
Gah. 
I am having problems with GTKRadiant 1.5.0 all of the sudden when trying to deal with Quake mapping. It keeps crashing with the following error:

.\texwindow.cpp:902
assertion failure: pointer "archive" is null


This only seems to happen when I try to map for Quake, too -- the other games aren't affected. Sucks to be me =( 
Nevermind. 
Thanks to Zwiffle, I located a newer build of 1.5.0 (10-12), and it runs Quake stuff just fine. Rocksor. 
:p 
http://trinca.no.sapo.pt/why.jpg

why monster spwan at start and not when is triggered?

:\ i think i did all right...

one pick :)

http://trinca.planetaclix.pt/joequake047.jpg 
 
Trinca 
You give your name to a monster_scalrath ?? :)

The screen looks good. The lightning seems too flat tho. Will the player be able to walk on the roof? 
 
yes it will 
Trinca! 
You rock so hard, you juggernaut of idbase goodness, you! I hope to have some pics soonish of the current section of my map that I'm working on -- got some catching up to do after GTKRad was getting squeamish with me... 
 
:\ first seccion of map after start is crap :( i will try to rebuild but will be hard... 
Roofs Are Fun, 
funny how when you see a roof (like in Vault of Zin, or SoA Lost Mines), half the fun of playing is figuring out how to reach it and explore it.

Good Going Trinca 
Pak1 Beta 
The beta of pak1 content is ready. Since a lot of email addies listed in peoples' user info here on Func tend to be out of date, I won't email all of them.

So if you're mapping for the Base Pack, email me from your prefered address and I will reply with the pak1 attached. 
Kell 
Thanks for the base pack.. I also played the small base map embedded that has been given as an example for the new monsters: It was really fun, while too short... I hope to see a bigger one in the final pack ! 
 
u got vermis JPL :) 
 
New Monsters 
If you want i can give you my gunner and q2soldier code for upcoming base pack.When it will be released and do you want the code? 
Base Pak 
As I started mapping for the base pak, I could not imagine the project would tend to its final purpose.

After the flashlight and wad discussion I would likely have seen the parameters set to their base opponents: normal Quake1, as it is the most base I could see for standard.

This doesn't mean I don't like the Quoth pak,
it is perfect. As the Custent would have been.
This is just my humble opinion, so let it be.

I had to remap my map at the point I was a moth ago, and still having a lot of HOM's, but I'm learning. Now I started with the extras_r4 "goodies", I placed so many func_ladders that it is hardly compatible with the Quoth pak, even if I would place func_trains. Though I apreciate the func_breakable addon for Quoth, I also placed a new monster, so I think I can better release it with my own progs. Or it had to be added to the basepak as curiosity.

some screenshots:
http://members.home.nl/gimli/gimli23.htm

keep on mapping! 
Madfox: 
i'm planning on implementing func_ladders similar to the ones in the extras_r4 pack. likely they will be built in the same way, so eventually it will work with your map. 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2025 John Fitzgibbons. All posts are copyright their respective authors.