Ionous
#35 posted by Kell on 2005/06/02 13:01:24
Absolutely. I wanted to have an updated mapping tutorial and .fgd/.def already done for the mysteries page, but there are a few other bits and pieces to add to them and I wasn't going to delay release for that.
In the meantime, it's easy enough to modify your own .fgd/.def by adding monster_vermis
This is what the entry looks like for our chpaters.def:
/*QUAKED monster_vermis (1 0 0) (-64 -64 -448) (64 64 256) AMBUSH x x x x SPAWNSILENT DELAYSPAWN SPAWNALERT NOEASY NOMEDIUM NOHARD NODM
Huge Worm Monster
3000 Health Points
Flags:
"ambush"
the monster will only wake up on
really seeing the player, not another
monster getting angry
"skin"
0 = normal skin ( default )
1 = void darkness
2 = slime glow
3 = lava glow
*/
I can't offer an .fgd entry atm since neither necros nor I use WC/Hammer, but it shouldn't be too hard to add the appropriate information to your own.
Also:
#36 posted by necros on 2005/06/02 23:45:58
you can have the vermis start in both the down or up position.
"coiled"
if set to '1', will cause the vermis to start 'down' and rise up when it has been awakened.
if set to '0', will spawn already up, and will awake on sight.
Mostly Awesome!
#37 posted by mwh on 2005/06/03 05:08:28
I really really like "He Falls Like Lucifer". Kell should make more maps! OTOH, if they have lots of polyps in rooms containing patches of lava, maybe not...
(Although I get masses of "out of edges for bmodel" messages in the centre of he falls like lucifer).
Generally, a fine pack with all maps average or better!
BModel Edges
#38 posted by aguirRe on 2005/06/03 14:37:53
This WinQuake warning seems to be caused by a large func_illusionary beneath that map. Maybe it's too big or gets split up by many solids due to its position.
Crash Bug
#39 posted by nitin on 2005/06/03 19:41:59
Obviously, you guys couldnt have tested on every engine, but would anyone have any idea why the pack freezes in MHQuake when I jump into any portal in the start map to select which level I want to play?
Question
#40 posted by . on 2005/06/03 20:06:12
Is this like any normal mod where you drop into a folder and play? Or are there special EXE's supplied that you need to use? If it's drop-in-and-play, I can play it on my Powerbook when I'm bummin' around downstairs.
MHquake
#41 posted by ionous on 2005/06/03 20:15:03
I had that same problem on the original Contract Revoked, which is what pushed me onto Fitzquake. I've been on it since.
#42 posted by Kell on 2005/06/03 20:54:36
nitin: I was going to suggest it was elements within the progs related to the start map, but if Ionous also had problems with Contract ( which had no custom progs ) then I dunno. Really, use FitzQuake, you won't regret it ;)
Phait: no special exes are supplied with the download, just your regular subdir in /quake, though given the number of problems with other engines so far, the fitzquake080.exe comes highly recommended.
.
#43 posted by necros on 2005/06/03 20:59:55
FQ should be *the* standard for map playing.
Yeah
#44 posted by nitin on 2005/06/03 21:05:19
once metl releases the new version :)
I'm too used to smoth anims to go back to non-interpolated engines I guess.
Yeah
#45 posted by Zwiffle on 2005/06/03 21:18:23
The non-smooth animations bug me a lot about Fitz. It's OK I guess.
I Agree Totally
#46 posted by VoreLord on 2005/06/03 21:29:13
It's hideous with no model interpolation, I can't understand how people can actually look at it, it's just to shakey, jerky looking for me. I to await the next FQ release, but until then I'm happy to stick with the earlier version of nglquake that I have been using for now for years. But even then I fear that the muffled sound that most engines have (compared to nglquake) will hold me back. Only time will tell
Vorelord
#47 posted by nitin on 2005/06/03 21:31:54
could you send me this old version of nglquake if it looks identical (or can be tweaked) to glquake except with smooth animations?
Nitin
#48 posted by VoreLord on 2005/06/03 22:00:39
Yes, I'll send it to you now.
As for MHQuake, I just tried the latest version, and it worked fine for me with Chapters, (I only played a bit into a map with it) the only problem for me is it wouldn't allow me to use 1600x1200.
Just Finished It
#49 posted by Kinn on 2005/06/04 04:32:43
Congratulations to all involved; this turned out to be well-rounded pak that gave me many hours of enjoyment.
The custom elements were all of a high standard, although I felt the Drole's missiles were a bit too powerful and the Polyp was even more fatal than the regular spawn. The Voreling was a perfectly balanced enemy though, and constantly kept me on my toes without being frustrating.
Kell's Lucifer map was the highlight for me, being one of the most cleverly designed and connected Quake maps I've played, and is probably the definitive example of maximising gameplay within a fixed brushlimit (and looking damn good as well).
Kell's other map ties nicely with Vondur's for second place; both are great maps which I will no doubt be visiting again. Bonus points to Vondur for the sneaky Chthon cameo ^_~
The others all deserve a mention; Necros' was fun with the obligatory horde combat, but ultimately seemed a little rushed. Eric had a great concept, but I felt the gameflow wasn't very intuitive. Zwiffle got the essential Contract look down, but I needed a bit more room to move around. Ionous' was rather plain, but it had a good foundation for a first-time mapper.
The boss map was great - reminding me of Am McGee's Alice, and the Vermis monster was extremely cool.
Well done :)
BTW.
#50 posted by Shambler on 2005/06/04 08:33:14
It works absolutely perfectly fine in GLQuake. And I disagree with Necros.
Mac Quake Problem
#51 posted by . on 2005/06/04 18:11:28
I'm using a GL port of Quake on OS X 10.2.8, not an official Mac Quake. I launch the pack with the right parameters (yes Mac Quake supports them), and it gives me:
"GLQUake has encountered an error. W_GetLumpinfo: inv_laser not found"
I'll just try the pack on my PC with FitzQuake.
So I Had This Big Response
#52 posted by nitin on 2005/06/04 20:28:56
but the window shut down and I lost it. Cant be bothered typing it out again, so here's a recap :
Mostly average to above average with some nice designs but generally frustrating and annoying gameplay. Polyps sucked, their skin made it hard to tell when they reappeared anyway since it blended into the backgrounds. Droles were good except their damage was too high and most maps suffered from ammo and health shortage (probably because so much ammo and health was wasted trying to kill polyps and drole hordes).
brief map comments :
ionus - average in all areas, at least new monsters were used well and not annoyingly.
eric - poorest technical execution, big HOM error when looking towards the hill and ran very slow. Had the best collection of ideas though. Most creative map but executed poorly.
zwiffle - above average design, as usual not enough health and ammo. zwiffle, not everyone's as good a player as you are so ease up on the supplies.
kell's lucifer map - least frustrating map, it seems as kell know what the capabilities of new monsters were best. nice design and layout, I thought lighting could have been more imposing.
kell's othe rmap - decent without being spectacular and ruined by polyps in lava room.
vondur - traditional vondur map with solid gameplay and design. My favorite. What was the point og chthon though? He was too far below the player to do any damage whatsoever.
start - best map in terms of lighting and overall design.
necros - impressive design and scale as usual but the combat was plain ridiculous. I dont mind necros's style of horde combat but horde combat with droles?????????
end - pretty good and not annoying but too easy.
Overall, a solid pack lacking enjoyable gameplay and more spectacular scenery.
I'm Only On My Fifth Level
#53 posted by HeadThump on 2005/06/05 01:07:31
Pretty impressed so far -- it is evident that I'll have to heap the most praise on Necros, after all he begins his level in the most proper of fashions -- with a boat!
Yay
#54 posted by bal on 2005/06/05 07:22:50
Thanks too all of you for this. =)
Nice map pack, all of them were worth playing, Vondur's and Kell's were definatly my favorites.
Final map was nice too, too bad the boss was so easy tho (spawning in some other normal baddies would have been good I think).
Great work guys.
Phait, About GLQuake On Mac OS X,
#55 posted by johnxmas on 2005/06/05 10:19:48
are you talking about Fruitz of Dojo's GLQuake 1.0.9?
Anyway if you want to use this port here, you'll have first to unpak the Chapters pak0 and trash the 'glquake' folder+content. GLQ creates a new full working folder+content on launch. This doesn't work with a previous 'glquake' folder inside the pak. Check maybe also for a 'glquake' folder in 'ID1' and trash it. The Chapters pak runs better when unpak'd. At least on Mac OS X, with this port.
The best port actually available for Mac OS X is the MacNehahra engine. It runs the original Chapters pak0 well. If you get some crash to desktop, just process with the pak the same way as with GLQuake. MacNehahra is generally the best choice for big levels+custom models, PC, TC or so (I successfully used it for instance with Kinn's Marcher Fortress and Bastion of the Underworld, The Demon King, Rapture, Malice or XMen MP and such). But, you better have to trash the 'glquake' folder before each new game. Not doing so ends up with errors, crashes, in game messed up models...
PS- Outside of PakRat, not much Mac OS X Quake tools out there. So I run them on VPC+Win98 and simply copy all the files back and forth without problems...
Reading this forum as guest since some times now and sharing a real passion for Q1, I thought these lines could help and finally decided to register. So, hi everybody!
I enjoyed The Lost Chapters as much as Contract Revoked... Atmospheric, deadly, eerie... as H.P. Lovecraft stories... as... Quake! Many thanks to all of you guys involved in this great creation.
JX
#56 posted by Kell on 2005/06/05 10:32:03
Hi, and thanks for the contribution :)
Lost Chapters:
esteemed quake mappers and their admirers;
a review will be posted at my site "soon-ish". ;)
#58 posted by gone on 2005/06/14 05:59:51
not enough ammo in Vondur map! hammer that Drooler on hard yeah...
monsters: very hard to dodge attack = bad
polyp does little damage, but it hits you even if you hide behind the corner and seemingly avoid the projectiles (that fly really fast)
I dare anyone to fight these not taking any damage at all
the other monster is devastating and has big area effect and the fireball flies really fast
if you`d make the attacks more dodgeable they would be more interesting and better monsters
Maybe
#59 posted by bambuz on 2005/06/14 07:26:24
decrease the drole fireball splash damage? (or speed)
It now shoots it from pretty high so it hits the floor and you get splash damage often...
And the running attack is pretty long too - you could make the dash a little bit shorter. There really isn't any weak point in them right now.
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