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New Q1 SP: Clean Cut By Mfx
Here it is, a small base map made for the fun of it.

Screenshots: 1 2

Download: http://www.quaketastic.com/upload/files/single_player/maps/mfxsp8.zip

Have fun, and comments are welcome!
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Screenshots 
I Haven't Played It Yet, But... 
it looks really nice for a first map. I'll probably give it a whirl and let you know what I think later.

Thanks for this release. Not very many in 2013 yet. 
Err That Looks Pretty Good 
underselling it mfx :) 
Looks Great 
Screens look very nice. Will try soon! 
Demo 
Recorded in the RMQ engine.

http://www.quaketastic.com/upload/files/demos/mfxsp8_drew.zip

Looking forward to more in the future! 
Sorry Drew 
running on old hardware, no RMQ for me. 
Drew 
Stop using that already, it's not meant to be a general purpose engine... 
I Also Use RMQ... 
most of the time... it runs faster than fitz for me. 
 
yeah I mean, I know it'll run whatever map I want without slowdown. Like "Something Wicked," for example.

I get your frustration, but meh. 
But... 
It haz teh waterwarp! It haz teh waterwarp! 
Rmqe 
it's not meant to be a general purpose engine

pff. It is a fitzquake SDL fork (ok, via quakespasm), and it will run pretty much whatever you throw at it. It's not custom made for rmq or anything, despite iqm/csqc/bsp2 support and being omfg-optimized for huge maps.

No doubt Quakespasm is more of an up-to-date engine, but it's not like Fitzquake 0.85 was bad in any way... 
RMQ Engine 
Is the dogs bollocks. 
By The Way 
FTEQW "unstable" (stupid name btw, it just means SVN version) also has a very fast renderer, IMO it's up there with RMQe.

You can make FTEQW mimic Netquake physics by setting

sv_nomsec

to 1 or 2.

You can also try

cl_nopred 1

to undo the qw prediction stuff.

FTE's a nice engine nowadays, a lot has been done and fixed in the last couple years. And it has presets for various amounts of eyecandy (or lack thereof, if that's what you like). I prefer it to RMQe by now. 
Nope 
FTE won�t run either, it�s some rare old machine i�m running... 
#49 
that means you think it is good, right? 
The Review Is Ready 
Drew 
 
gb: It works, sure. I meant it in the sense that it's an inconvenience for the demo recipients due to just another foreign protocol (and thus required engine to watch it with). But then, considering how many different protocols there already are, it's not really a different deal in this particular case.

hakkarin: The map is not broken, but there's one important bit of information missing from the readme and the news post: you need to set r_wateralpha 0.3 (water transparency) for this map - the grey surfaces are not missing textures, but fake windows. I agree it looks very wrong if they are opaque. 
Mfx 
you might want to update the wordfile and reupload for Spirit, and someone should probably mod the news post. Just to minimize issues for new quakers etc 
Thanks Hakkarin 
Nice review, haven�t been expecting this!
And thanks Negke for pointing that out, still I�m confused
how Than did those windows in APSP2.
Any idea? 
RMQ Engine 
Sorry for off topic!

I dig the RMQ engine for all the great stuff MH et al. have added to it, but it has one major flaw: It's no longer cross-platform. I have tried several times to re-replace the OpenGL function pointers and whatnot with SDL and portable code, but it never worked out (I forget what exactly the problem was though - possibly also my own stupidity).

If I had the time, I would love to merge RMQ's improvements back into QuakeSpasm. Well, Oz would probably kill me, so it would be a fork ;-). 
Same Way As You 
than only used Quoth to automatically set r_wateralpha to 0.25. 
Ah Yes, Thanks OTP!! 
And #56, i just uploaded a more accurate zip to Quaketastic,
Now called mfxsp8 01.zip.
What a mess! 
Small "review" 
Just finished the map, I tried it fast on easy skill, so no secret hunting or too much looking at the details.

For a start map it's very good, but for 2013 it's only a "decent" map, there's no way to compete with other top maps.

I liked the combination between base textures and rusty metal used for pipes and machines plus the small cavern areas, I am curently working on exactly that type of map.

Most of the areas were too small and the lack of texturing on some places is a huge problem, what's with that "grey texture"??

Silver key abuse didn't helped, I got lost for 3-4 minutes, but it was ok overall, finished in under 13 minutes, found on secret.

Keep on working on other maps, if you learn from your mistakes the next map might be a good Quake map. 
Screens Are Nice 
Look forward to shooting stuff in it. 
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