#4512 posted by gone on 2008/03/01 20:57:51
YOU ARE KILLIG QUAKE COMMUNITY!
Qonquer - V1.0 Released
#4513 posted by JneeraZ on 2008/03/01 20:58:29
I released the first version of my mod, Qonquer today.
http://wantonhubris.com/blog/2008/03/01/qonquer-v10-released/
Let me know if it works for you and/or if you had fun! :)
Qonquer
#4514 posted by Kell on 2008/03/01 21:55:17
Cool mod. Feedback to come.
Good Going, Willem
#4515 posted by HeadThump on 2008/03/01 21:59:54
definitely a great variation on the monsters in death match theme.
Willem
#4516 posted by Vigil on 2008/03/01 22:13:47
There's also a "submit news" button on the bottom of the main page. Cough.
Willem:
#4517 posted by metlslime on 2008/03/01 22:14:37
if this is not a beta release, you could submit it as news.
Hungover, Opinions Arbitrary
#4518 posted by ijed on 2008/03/01 22:27:33
Minion - nice idea, sometimes got in the way, trapping me in cubbyhole or just being annoying. Player gets close = minion buggers off (when not fighting)?
Qonquer is a strange name, since the player can't Qonquer the maps. I get the arcade form but some progression would be nice. The doors that open the weapons are good - I'd expand on this, maybe have tougher monsters emerging from newly opened areas, and maybe on wave 30 have an exit teleporter open, returning to the hub and giving the player a rune. Finally they unlock the fifth arena (based off Shub's pit) and face the final battle, but nothing stops them from re-entering an old arena to refight it. Just an idea.
Seemed very easy on hard skill at the start of each arena, maybe increase the monster quantity earlier on.
Pretty good, but without the progression of areas I got bored quick, but maybe that's because I need asprin.
Forgot
#4519 posted by ijed on 2008/03/01 22:29:14
I got the walkmonster in wall error every time a monster spawned in - I think this is a classic spawn bug where the engine checks if the monster can move or not, and returns an error if not.
Yeah
#4520 posted by Preach on 2008/03/01 23:13:14
Walkmonster in wall fails because your monsters are not onground when they spawn, so they can't walk anywhere, which is the way the qc checks if it's stuck in a wall. You can make sure that droptofloor() is run on each of the spawning walkmonsters, but that would make it impossible to spawn them in the air if you wanted to - even if they weren't stuck there. Probably better to make an exception to that bit of code for monsters which are spawned in.
#4521 posted by JneeraZ on 2008/03/02 04:14:02
The better solution would be for you guys to play with "developer 0". :P
Willem - Try Brainwashing Everone First...
#4522 posted by RickyT33 on 2008/03/02 15:39:00
...then release mod! Hehe... this is exciting, I will check it out ASAP! :D
Good Screenies
#4523 posted by madfox on 2008/03/02 19:48:41
hrimfaxi!
I'll dive into conquer, willem!
Willem
#4524 posted by bambuz on 2008/03/02 21:07:36
make a zip that has the qonquer directory not qonquer/qonquer. It's redundant you know.
Will test before complaining more.
Tower Of Dal Gurak
#4525 posted by spy on 2008/03/04 17:01:30
i made a map 'tower of dal gurak' remake of 'Blade of darkness' game, maybe someone wanna beta test it?
note: you need kinn's marcher fortress to play my map
p.s the rocks/cliffs are suxx
Ill Test It!!
#4526 posted by RickyT33 on 2008/03/04 17:11:51
I haven't ever heard of "Blade of Darkness", but I'll happily test it. Ill do it tonight if you mail it to me within the next hour!!
trowbridge (dot) richard (at) googlemail (dot) com
No Title
#4527 posted by spy on 2008/03/04 17:26:16
RickyT23, check your mail
No Title
#4528 posted by spy on 2008/03/04 17:28:50
and DON'T FORGET to put the map in marcher's maps directory or you can't play it
OK, I Got It!!
#4529 posted by RickyT33 on 2008/03/04 17:47:43
So its a map for Marcher progs then? I'll use Marcher.exe.
Feedback tomorrow! :-)
Spy
#4530 posted by Sielwolf on 2008/03/04 18:28:43
if you want I�ll test it too, mail is in my profile.
#4531 posted by spy on 2008/03/04 18:39:23
>So its a map for Marcher progs then? I'll use Marcher.exe.
marcher.exe is outdated glquake by aguirre, version 1.26 or something, i suggest you to use
lastest version 1.32
the map is long time ago ready to release but these fecking rocks/cliffs look like shit i can't properly make 'em, maybe i should play around with terrain generator by nemesis
Blade Of Darkness
#4532 posted by Shambler on 2008/03/04 20:16:48
Top game. Steep learning curve and harsh in places but great atmosphere & combat potential.
Good luck with map.
Yea'
#4533 posted by Text_Fish on 2008/03/05 01:04:08
BoD was great. I never understood why other developers didn't pinch its melee system. Instead we're still stuck with 'mash button to swing sword in generic arc' systems about five years on!
Blade Of Darkness
#4534 posted by ijed on 2008/03/05 02:02:31
Looks intersting, will give it a look.
BoD
#4535 posted by nitin on 2008/03/05 10:21:05
I have to say, there were numerous times where I just resorted to button mashing out of frustration, so I dont know if I agree on its melee system :)
Now...
#4536 posted by distrans on 2008/03/17 04:44:08
...siewolf has done his duty by hammering my level into the ground, and following this humiliation I've made some changes. Now, who else gets close to Mr S for arse-kicking Quake play...I need fresh HARD meat to test this version.
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