OK, Thanks For The Rundown
#45 posted by Mugwump on 2016/11/24 10:31:13
...and also for the work done, of course!
Gotshun, Damage, what do you guys think?
I Think It's Pretty Cool.
#46 posted by damage_inc on 2016/11/24 18:19:31
Thanks NightFright, love the changes. Especially the trans water support. Music tracks for all maps as well.
I simply went about this with the thought that recompiling(with new tools) would somehow change the original lighting "look" from the old compilers. So I was trying to accomplish everything without touching the .bsp's.
A few things thought... obviously the colored lighting is not only NOT old school, it's of the kind that made mappers loathe colored lighting in Quake maps to begin with :-P hehe
Thanks for keeping it separate.
The readme.txt file was not updated so, it's now wrong for installation instructions!!!
I always though gotshun's mapping skills were great and these levels are really cool. Good to see others beside Pete and myself get to play, and enjoy, them.
Thanks Pete. And thanks for saving me some time NightFright :)
We NEED An Edit Button!!
#47 posted by damage_inc on 2016/11/24 18:25:13
I took the "t" off the wrong word creating TWO typo's instead correcting ONE!
#48 posted by Mugwump on 2016/11/24 21:55:39
Played e1ua and I agree this is a pretty cool map. I think it wouldn't disappoint compared to the official SoA base levels. A few odd texture choices in places but otherwise pretty solid if very easy and generous on supplies.
@damage I respectfully disagree that colored lighting isn't oldschool. After all, it was all over the place in the first Unreal and ever since then, I felt it was missing in Quake.
#49 posted by dwere on 2016/11/24 23:09:03
Unreal doesn't exactly strike me as a very good example of what Quake should be, though there's nothing wrong with having it as a source of inspiration if the author desires so.
#50 posted by Mugwump on 2016/11/25 02:01:00
Unreal was a great game. Sure, its atmosphere is very different from Quake, but one can use colored lighting in Quake without making it an Unreal clone. For instance, I very much like NewHouse's work.
Thanks NightFright
#51 posted by Gotshun on 2016/11/25 03:11:50
The colored lighting is absolutely outstanding!!!Being that I made these maps so long ago,WITH NO LIGHTING AVAILABLE back in the day. I very much enjoyed playing through again with the new light setup.
So thanks again NightFright for the extra work in making these better.
I wanted to thank my friend, Dan at "Damaged Inc." for helping me with all the tech gizmos an such.So thanks again Dan.
I'm getting ready to release my new map in a few days, just a single map this time.
I will say Damaged worked on the windows in my new release and they are amazing,so you need to ask him about the details on how he made the textures and the transparecies.
Very much enjoy all the comments and feedback again.So thank you.
The Teleporter has no sound when you activate the switches. Hey Dan.....I would love to see you make a new wav file for this. I did,'t use the default "RATCHET" for the func_train, I left it silent. Simply because I hate the way it sounds, besides, I thought It might be appropriate for you to have a hand in this since you play tested the map for me and helped me with the tech stuff.
Sorry guys, it seems I can't release maps just once.So if Dan decides to except this, you will need to download the map again, just this time with the new sound.
And again...a big THANK YOU to NightFright for the great job on this project.
Thanks Pete(Gotshun)D.
@Mugwump: All Things In Context
#52 posted by damage_inc on 2016/11/25 03:22:17
"Old School" QUAKE levels ;)
@damage: All Things In Context
#53 posted by Mugwump on 2016/11/25 03:30:01
The colored lighting is absolutely outstanding!!! - Gotshun
'Nuff said.
Oh, BTW
#54 posted by Gotshun on 2016/11/25 05:33:18
Yeah, I know, you guys want screenies with the new maps. Since I don't have the tech skills to implement this with the file ........well I was hoping on getting some help with this after releasing the map.
Any help is very much appreciated!!!!
Sorry guys, don't have time to learn all this stuff!
Thanks Pete(Gotshun) D.
#55 posted by Mugwump on 2016/11/25 08:13:14
You don't have the tech skills to press f12 and add files to a .zip?!
#56 posted by Mugwump on 2016/11/25 08:31:56
The readme.txt file was not updated so, it's now wrong for installation instructions!!!
Yeah, the pak files already contain a \maps folder, so they need to be put at the \hipnotic root. AND they also need to be renamed with a higher number BEFORE being put in \hipnotic or you'll erase your hipnotic files (pak0.pak) as well as any additional pak1.pak you may already have installed.
Readme Updated
#57 posted by NightFright on 2016/11/25 08:51:26
I have now included an updated readme with corrected installation instructions and changelog. The rest is exactly the same as before.
It's now on Quaketastic, hopefully preserved for all eternity:
Gotshun's Lost Levels v1.1 (zip, 11 MB)
Thanks a lot for the positive feedback. Glad that I could help to give this great release the polishing it deserved!
@ Mugwump
#58 posted by NightFright on 2016/11/25 09:12:34
Actually, you don't need to (and shouldn't!) touch the "hipnotic" folder at all. Copy the "gotshun" folder into your Quake dir (parallel to "id1" and "hipnotic") and launch it with -game gotshun -hipnotic +map q1map1.
I dunno if it works like that in every Quake port out there, but I use Mark V and it works like a charm.
#59 posted by Mugwump on 2016/11/25 09:30:05
OK. Should work like that in DP as well. The old readme from the original release said to put the maps in \hipnotic\maps, so I thought it was a requirement. But if it also works from another folder just with the -hipnotic tag, all the better.
If anyone's interested, I'm trying to implement rain in q1map1 via a .ent file according to Seven's tutorial. First time I ever do this. I'll upload the result when it's done and if it's easy enough, I may tackle the other levels too.
#60 posted by Mugwump on 2016/11/25 18:38:10
OK, so I got carried away and ended up adding more than rain: I also added lava haze, lava sounds and some red fog pouring out of the slipgates. I should be able to upload the .ent and effectinfo.txt for use with DP+SMC within the next hours.
I'd also like to add sounds to the lava balls as well as bubbles and boiling sounds to the slime, but that's gonna have to wait a while (I need some answers from Seven for these).
Appreciate All You Guys.
#61 posted by gotshun on 2016/11/25 19:25:51
Thanks Mugwamp for your efforts as well. I appreciate all your work.I'm glad you like the maps.
OH.....BTW go to Quaktastic and look for the zip file "JUMP" It's my new release.....hope you enjoy and as always, I look forward to the comments and feed back.
Thanks again Pete(Gotshun)D.
#62 posted by Mugwump on 2016/11/25 19:46:28
Ooh, cool! I wasn't expecting it so soon: you said "a few days" last night. Is it the final release or a beta?
Sorry
#63 posted by gotshun on 2016/11/25 20:41:24
Gom download "jump with lit." I forgot to add the lit. file....... sorry
Final Release
#64 posted by Gotshun on 2016/11/25 20:44:13
Like I said, you need to down load "jump with lit". That's the final release. Sorry again guys for the mistake.
Pete(Gotshun)D.
Until News Is Updated We Have These...
#65 posted by damage_inc on 2016/11/25 21:24:02
Nice Screenies
#66 posted by Mugwump on 2016/11/25 21:27:10
Sheeet
#67 posted by mjb on 2016/11/25 21:50:38
That's some nice shots there...loving those windows!
Dan The Man
#68 posted by Gotshun on 2016/11/25 22:09:51
Thanks Dan, I have to agree with Bloughsburg....the pics are GREAT!!!!Thanks again.
Talk with you soon.
Pete(gotshun)D.
About Those Windows
#69 posted by damage_inc on 2016/11/25 22:33:37
The windows are based on a Kingpin texture. Converted to Quake, colorized along with hue/saturation changes.
Layered it's like this: Sky brush, Window brush(func_wall with alpha set) and a window Frame brush(that has the pink-255, 100% transparent area's). Somewhere in there we also used the skip texture.
We used ericw's "texture" lighting but it had to be set a certain way or the textures just got wiped out of being drawn!
So you get a translucent window with a solid frame and a sky moving in the background :)
In case anyone wanted to know :-P
|