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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?!?!
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I Want 
to a level like that one super mario 64 level where you raise/lower the liquid levels :D (the atrium in slip is perfect for it) 
Yeah 
apologies, but there aren't any plans to include moving water into quoth. the method that it's accomplished with is a dirty hack (well, many dirty hacks) and some aspects of it will interfere with things that have already been implemented in quoth. 
Also: 
i see no reason to not include forcefields, as they are simple enough entities to do (half of the forcefield stuff is already included in the form of func_togglewall) so including the particle spawning entities shouldn't be a problem. 
You Rock 
love and xx

-than 
Teh Latest. 
http://biff.leveldesign.org/index.php/?p=62 A couple of pics from my base-in-progress =D 
Biff 
O RLY? 
RPG 
PWND. 
Biff 
second pic looks quite good, but lighting's being worked on?? it looks flat at the moment. 
Nitin 
Yeah, just approximating the light at the moment, although I still think it's a bit too dark in other areas (not the one show recently). I'll have it all tweaked by the time it gets tested and stuff, fo shizzle. 
Base_pack Ftw! 
Ok seriously this time: Looks cool. I agree with nitin about lighting. Also, you might want to consider spicing up that floor with some crates. 
Yes, Yes. 
Crates are forthcoming -- still working out the basics, atm (ftw!). I am hoping to use all of the crate textures currently residing in the ultimate_base wad (excluding Asaki's UAC logo textures, seeing as how it's a "generic" base), which come in a multitude of sizes and types. For the time being, I'm simply leaving a good bit of room here and there for them =D 
Waiting For This One 
biff - nice world geometry, just needs a bit more light work and stuff scattered around (crates, corpses?) otherwise looking good.

trinca - like the outdoor areas, looks like youve gone for large and stylish rather than overdetailing - cool.

as to func_ladder - don't know about this; isn't it easier to use the old very thin steps made from clip brushes trick . . . though this does limit the height of your ladders. 
Trinca 
Did you receive my email with my preliminary and monster free base map ? Or did you have any troubles with your mailbox ? What happens ? 
 
YESSSSSSSSSSSSSSSSSSSSSSSSSS

my map is finish!!!

now if fix fix fix fix parts!!! 
Kell 
It seems there's an issue with monster_scourge: I got the following message: progs/h_scourg.mdl not found... Is there a typo somewhere or is it a real problem ? 
Oh.. 
looks like we forgot to include the scourge head. :P for now, either copy any monster head and rename it to h_scourg.mdl and put that in a temp /progs folder, or extract it from hip pack and use it. sorry, we kinda just threw him in there real quick. 
Quoth Update? 
I tried mailing Kell but got a server error, so how could I possibly get my hands on the patch and whatever other fileage that may be on the way? 
Actually... 
i haven't seen kell on msn for a little while now... wru buddy? T_T :P

i shall take over the emailing of the beta quoth pak for now. reach me at necros (at) rogers (dot) com (i'll send it to your listed email, biff) 
Necros 
Thanks for the infos, I'll try it.
However, when do you plan to release a Quoth pack update ? 
 
ok next friday i will have first beta map is finish but need some fixes! can team Quoth base pack give me email for beta?

or sent mail to trinquinha@gmail.com and i reply with map! 
Last Area Finished... 
So, it is done... I finished the last area of my map, and monster placement has just started.
Here are below some shots of this last part. I know it is dark, and also maybe too "blue"... but this "foggy" for the ambience... like CDA was ;)
The best will be to experiment it "live"...

http://lambert.jeanphilippe.free.fr/Divers/SRC1.JPG
http://lambert.jeanphilippe.free.fr/Divers/SRC2.JPG
http://lambert.jeanphilippe.free.fr/Divers/SRC3.JPG
http://lambert.jeanphilippe.free.fr/Divers/SRC4.JPG

Please feel free to comment the shots...

So now I have to make a very fast beta test to improve the stuff, and then launch final built... hoping it will not take too much time... I would not like to miss the "target" date (BTW, what is the target date ? Is there a date already decided ?) 
JPL 
looks cool.
but *please* when increasing brightness don't forget to increase contrast correspondingly! otherwise the screenshots look as washed out and blurry as the ones above. 
Neg!ke 
I forgot to increase contrast by 20%. Is it OK now ? 
Jpl 
I still think scale looks off in first two shots.

But obviously, it may be well be different in game.

do you need betatesters? 
Nitin 
I still have to refine some minot things: monster walking in walls, adding maybe more monsters, and improving gameplay before starting a real session... As of today, there are 69 monsters in easy, 98 in medium, and 118 in hard... not so much in fact...
Anyway, if you want to test a preliminary release, like Trinca already started to, (fast vised only), please send email.. I'd be happy to send it ;) 
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