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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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One Thing That Helps Me 
is to play a shit load of Doom2 megawads, the level design is so raw and effective in Doom & Doom2 that ideas can't help but shift through as you are jotting out maps on paper or in editor. Rise of the Triad, Blood, Hexen, Duke are good games to draw inspiration, basicaly anything that came out before Half-Life jaded us with its realism ;)

Sometimes it helps to break down the expectations built into a modern Quake single player map in to more elemental components before building them into their more sophisticated parts (like building an entire layout and gameplay with simple box-rectangle structures before indulging grand Necrosian design). 
Heh 
its kinda the opposite for me at the moment, I can make boxmaps with gameplay just fine but I have hit a dead end when it comes to the architecture. BEH! 
Daz... 
All the architecture you have posted so far has been top notch -- it's really too bad that you feel you've hit a dead end :(

If only we had some sort of inspiration thread...

;) 
I Agree With Generic 
That's why I assumed you were having problems extending the style you established there into a larger map. My bad. 
Jpl 
haven't played the latest push yet. will get around to it tomorow i hope, sorry! 
Necros 
No problem.. I'm "eaten" by real life as well ;) 
Quoth Content 
to make my map compatible with the quoth content, is there someone who can supply me the adjustments for this pak?
ie: is it func_breakable or func_breakaway etc.

thanks 
Base Map Finished !! 
My base map is now fully built since a few minutes.. (TxQBSP + Full Vis + ligth) Surprisingly, full vis process took only 40 mns :D ... yes 40 mns, as usually it took more than hours... ouch weeks... (not to say months... bleh... remind I got the "longest fullvis process runtime ever" trophy with CDA map ...;)... )

So I'm now waiting for 2 informations:
-> Who will collect all the map and built the pack (necros, or somebody else ?)
-> Delivery date definition...

I'll wait for these informations... and other mappers... for sure.. the more we will be, the more the pack will have interest.

BTW, I already started a new project... wait and see... :P

Anyway, MadFox: You have either to email Kell directly and ask him for the update, or if you want, email me and I'll send you all the stuff (zipped pak1.pak + additional note)... and check Quoth tutorial on Kell's website ;) 
Xmass? 
Kell's spawnpoint website gives me a comercial site.
I could trace the normal Quoth pak, but as it is updated it seems useless to me. 
MadFox 
MadFox / R.P.G 
Actually Quoth pack at Kell's website does not include yet the update that have been shared some month ago. This update includes new functions/items and also new monsters. It is an add-on to the Quoth pack, and to obtain it you have to ask Kell. 
Mail Sent 
 
Kell 
Thanks for MadFox :) 
 
my map is also finish need just some small fixes! 
Great! 
let's jabber this quoth(ing). 
But... 
my map is rather ladder depended.

Does quoth support func_ladder? 
not in the current build

been pretty busy lately, and haven't really had much chance to work on the progs either... shoot me now :\ 
Append: 
but i should have mentioned that ladders are planned to be included. i just need to find a nice way to do them. 
 
Madfox doesn�t your progs.dat have the func_ladder working perfectaly? if so why dont sent to necros mail the code? 
 
OK GUYS I'M HOME FROM SCHOOL TIME TO GET MAPPIN'

what is the latest status on what qc features will be in our little pak? 
Trinca, 
I'm having some e-mail related trouble and my e-mails to you are only coming back. Meh apologies.

I've played the 2nd Beta twice now, and I only have a few recommendations to add; some of the longer corridors are a bit more curvy than what the texture materials suggest they should be, and there is a problem with the big lift down where creatures get under the lift as it is coming down and they force it up before you can jump off. 
As Mentioned Before... 
the quoth.progs would be updated with a func_ladder too.(maybe)

I've been working a little by myself extracting it from the proxys.qc but although I may get it work on a clean qc-file,
this doesn't intend it will with the Quoth.qc 
What's So Special About A Func_ladder Anyway 
since you could also simply use 1 unit stairs/clips? 
Probably Some Semblance Of Ladder-like Movement? 
ie not rocketing skyward 
Neg!ke 
Since you're the one with the urge to leave I'll try to explain...

you're option is almost right though the minimum size is 4.
And as I have rather large heights it would make the verticals too max.

func_ladders use the jump function in some enhanced manner and are not so easy to integrate in the qc because they depend on other, like client.qc and players.qc

In my map I would have to make the vertical size to big as they are in mineshafts rather small.

Are you still there... 
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