#26 posted by lurker on 2008/09/09 18:20:26
I played adamllis's map in fitzquake and later in winquake with no problems. Are you forgetting to hold forward+strafe during your jump?
Lunaran
#27 posted by Shambler on 2008/09/09 18:55:03
Your map was fine to complete - in a very cool way - whenever I got in trouble I just kept teleporting until I found somewhere calm, then slowly started to clear places out. I thought it worked great like that. And yes, madness, but not in an annoying gimmick sort of way....
Unlike some other maps.
For What It's Worth
#28 posted by ijed on 2008/09/09 18:55:18
I was going to have the player always in the same room, but each time they teleported gravity shifted 90 degrees. Copying and rotating the room, basically.
OT
#29 posted by Jaromir83 on 2008/09/09 20:09:55
Ijed
#30 posted by adamllis on 2008/09/09 20:33:33
I did something similar to that idea in a previous speedmap, but I only had it change to 2 rooms. It is a cool idea for a map; I am sure someone could go much farther than I went with it.
http://www.quaddicted.com/filebase/sm117_pack.zip
Jaromir83
#31 posted by RickyT33 on 2008/09/09 20:38:24
that looks like a Quentin Blake picture to me - fucking class!!! Surreal....
Cool Theme Idea
#32 posted by adamllis on 2008/09/09 20:44:11
Omus: My favorite in the pack. I kept trying on Nightmare over and over but still couldn't do it. Very fun and orginal.
Spirit: Wow. I had never seen that in Quake before. I thought it was great. Will have to study the .map. Very creative.
HT: Cool underwater idea, but I too kept falling out of the water. Was a bit confused. The shipwreck looked cool and reminded me of Mario 64.
SW: For a first map amazing job. Was very difficult. You used so many different features of quake mapping. Many that I still don't use hehe. Keep at it.
Lun: I think I held down +fire the whole time.
Oh btw. Those jumps in my map should be not too difficult (espicailly for Trinca! where are those quakeworld skills??) If i am not mistaken the first jump in qw and netquake physics are exactly the same. The problem some people might have is holding the +forward button down while in the air. If you do this it causes you to fall I think. You have to let it go after jumping and just hold on to +strafe and glide the mouse in the same direction.
#33 posted by Trinca on 2008/09/09 21:04:52
my problem weren�t the jumps :) was the monsters... :p
Still..
#34 posted by adamllis on 2008/09/09 21:08:00
not acceptable! ;)
Adamllis +
#35 posted by ijed on 2008/09/09 22:16:13
I'll try the maps out tonight, unless I'm dead.
Thanks For Comments
#36 posted by Sielwolf on 2008/09/09 22:18:17
Trinca: please fix the link, I want to see your demos
Lurker: many thanks for the demo, was fun to watch
I'll comment on the other maps later.
Thanks For Demos!
#37 posted by adamllis on 2008/09/09 23:08:09
Watching your demos lurker was great fun. You have some decent air control but if you let go of forward while in the air you will reach the next "level" of quake physics mastery.
Let Go Of Forward...
#38 posted by Ankh on 2008/09/09 23:18:22
while in the air. That is the key!
Adamllis your map rocks!
#39 posted by Trinca on 2008/09/09 23:20:11
sorry forgot :)
http://trinca.quaddicted.com/temp/smq8d_demos.dz
was in temp directory :p sorry mates!!!
2 Hours, Huh
#40 posted by gb on 2008/09/10 03:10:05
...
also: Please fullvis maps (Sielwolf.) Not all of us have X00 FPS.
Nicely Mad
#41 posted by mwh on 2008/09/10 06:48:24
also pretty hard. Could comment on each map, but I basically agree with what everyone else said :)
Lunaran's was fun, though with a few less monsters I might have been able to intermingle figuring out what was going on with trying to survive -- as it was, I ran around until almost everything was dead, then started looking for buttons and trying to find what they'd moved...
Some More Goddamn Bars Have Withdrawn ...
#42 posted by BlackDog on 2008/09/11 08:32:44
So, smqe08d_lun.bsp. I want to like it, and it's a really neat idea, but I spent twenty minutes trying random teles hoping to find out where the gibbering fuck I was meant to go. And then I ran out of ammo.
The basic concept is good. Perhaps with fewer random teles and more cues as to where in the multidimensional tangle a given spot might currently be (different texture theme for each dimension?), the player might stand a better chance of understanding the map layout enough to figure out where to go.
Ah well, I had fun anyway. Nice one lun.
Errrr
#43 posted by Shambler on 2008/09/11 10:01:25
the player might stand a better chance of understanding the map layout enough to figure out where to go.
The theme WAS Teleporter Madness...
Comments/demos
#44 posted by Sielwolf on 2008/09/11 15:48:56
Adamllis: liked it the most, pure Quake physics fun, we need more maps like that
http://shub-hub.com/files/demos_singleplayer/smqe08d_adamllis_sw.7z
HeadThump: the large outer area looks awesome, gameplay could be better though
1st run:
http://shub-hub.com/files/demos_singleplayer/smqe08d_ht_sw.7z
Lunaran: with that theme someone just had to make an annoying map like that; ez sauce though...
1st run:
http://shub-hub.com/files/demos_singleplayer/smqe08d_lun_sw.7z
Omus: nice, true to the theme, but a little gimmicky
http://shub-hub.com/files/demos_singleplayer/smqe08d_omus_sw.7z
Spirit: funny, just imagine the monsters could bunnyhop and move that fast by default :P
1st run:
http://shub-hub.com/files/demos_singleplayer/smqe08d_spirit_sw.7z
Thanks.
Nice Skills!
#45 posted by adamllis on 2008/09/12 00:36:39
Sielwolf, I can tell you've played a lot of quake through your moves. The only problem you had was finding that button i think.
I had no idea that you could jump through the bars like that. You saw that on your first way through? The actual curve around jump is probably easier hehe.
Anyway, glad that there's some folks around here who appreciate the fun of quake movement.
Adamllis
#46 posted by ijed on 2008/09/12 17:01:09
Sielwolf is some sort of shaolin-master of Quake.
Haha
#47 posted by adamllis on 2008/09/12 20:24:52
You never truely know someone until you fight them.
#48 posted by Sielwolf on 2008/09/12 21:02:23
Ijed: not even close lol
Adamllis: it wasn't a first run, more like 4th-5th (and close to ten minutes is not very fast anyway), glad you liked that demo though. SDA should make a contest on that map imo
Burrow . . .
#49 posted by ijed on 2008/09/12 21:06:41
They Did Once Before On A Speedmap
#50 posted by adamllis on 2008/09/13 03:39:20
They used my first speedmap as mini contest! It was quite fun to watch the demos. Even some of the grandfathers of speedrunning came out and laid down some demos.
The theme was tricks for that pack, i made two maps and negke made 1. If you like tricks you might enjoy those three maps as well.
Hm I can't find the contest on their site, only the records that remain from it.
http://www.quaddicted.com/filebase/sm116_pack.zip
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