Thanks Spirit :)
#7403 posted by necros on 2011/02/10 00:30:42
i've been thinking of doing another one like that for ep3 or 4. it's really a lot of fun to do, if anyone else is interested in trying. just grab the id map sources (romero's link is dead?) and start copy/pasting away. ^_^
Ok, Second Time's A Charm...
#7404 posted by necros on 2011/02/10 01:17:08
here's the map again: http://necros.quaddicted.com/downloads/ne_qep1_ext.zip
same link as before, but i replaced the file.
vis, level4 + light, extra4
runs a lot better.
btw, thanks for the demo, spirit. that was fun but fiends ate you! :D
Interesting ..but
#7405 posted by delorean on 2011/02/10 02:42:26
..is there some sort of new levels ?
or is only a collage of pre-existent parts?
can you explain better the "alternate paths" ?
these type of works are not my cup of
tea(reminds me of a mod called "E5") ..anyway I'll take a look
That Last Link
#7406 posted by rj on 2011/02/10 20:08:48
map is utterly awesome up to the end of gloom keep, but e1m6 is almost completely unplayable as it appears to have been rotated 90 degrees without most of the door & teleport destination angles being adjusted accordingly. it's first noticeable at the silver key door and every door after it does the same :(
gold key bridge didn't work either and the hallway crusher was ~128 units out. and i couldn't work out how to exit after killing chthon? the usual teleporter leads back to grisly grotto (where the ziggurat vertigo entrance normally is)
such a shame as i was loving it up until then.. great fun to explore and quite a headfuck in places seeing all those familiar places from different perspectives. would have loved to see the big outdoor areas more polished though (the rock surfaces in particular) as well as the new link-up areas
the thing putting me off from trying it is how much tweaking to the architecture i'd want to do and i'd be too tempted to redesign whole rooms a la rmq :)
Yeah
#7407 posted by necros on 2011/02/10 20:45:30
sorry about that. :( like i said, it's unfinished. after you reach e1m6, it's pretty much exactly the same, except it was rotated and none of the doors were realigned.
as an aside, i looked over the e2, e3 and e4 maps and i didn't get the urge to combine them... i think it's because i am exponentially more familiar with e1. you gotta know the maps almost by heart if you're going to integrate them together. :S
Necros
#7408 posted by Ankh on 2011/02/11 10:14:45
I had some fun playing your map. There wasn't much problem with ammo but I have used all possible secrets. I forgot to record a demo. Killed 309 monsters on hard skill.
Randomly
#7409 posted by Tronyn on 2011/02/12 01:41:22
one time I thought I would combine all the non-base e2 maps (or even all of them period) into "the TOWER of black magic," literally stack them all up and remake them all in one map in modern style. but I'm not thinking that now.
#7410 posted by necros on 2011/02/12 01:48:58
yeah, i would strongly suggest against that. mainly because bringing the id maps up to modern standards, no, up to 'clean brushwork' standards alone, is a monumental task.
e1 seemed the cleanest built of the 4 episodes. take a peek at e2m2 or e3m1... they are brutal and getting them to work with modern styles would basically mean rebuilding almost everything.
i suppose, if, after you had everything set up properly, you went from start to finish, room by room, rebuilding and then deleting the old version, it might be possible, but very very slow work, i suspect.
if you like building details, you might enjoy it, otherwise it'll likely get boring.
also, something of note is that, on average, the ep2,3 and 4 maps seem larger than e1 maps so a full combination may not be possible... i recall qep1 was pretty up there in vertices and clipnodes.
otoh, if you clean up the brushwork, you can probably reduce clipnodes and vertices by at least 30% and that is a pessimistic estimate.
E3
#7411 posted by distrans on 2011/02/12 06:58:08
I've got e3m2 and e3m3 rebuilt and connected, e3m7 is connected and partially rebuilt, with backwards access to e3m3 via a remake of a section of e3m6. I just need to find a suitable end arena...Penile Devastation perhaps? Anyhoo, much larger than this and limits start to become a problem. If I can get it all glued together Necros, how do you feel about dropping in the gameplay?
#7412 posted by necros on 2011/02/12 07:54:48
that sounds impressive. :)
sure, yeah, if you get the brushwork together, i think i could put some monsters in.
Wow
#7413 posted by Drew on 2011/02/12 20:22:44
megaboner
#7414 posted by anonymous user on 2011/02/13 12:04:49
when are we going to see a necros-tronyn megaproject ?
Heh
#7415 posted by Tronyn on 2011/02/13 23:26:29
well I have one map which includes some necros scraps
maybe next fall if necros is up for it. I'd like to try building something directly inspired by Piranesi after I get all my current in-progress Drake maps done.
Piranesi
#7416 posted by ericw on 2011/02/15 00:36:51
#7417 posted by necros on 2011/02/15 00:59:58
his stuff is pretty wild, although i wonder how well that will translate to quake due to the wide open nature of his drawings (at least, those prison ones).
#7418 posted by jt_ on 2011/02/15 02:12:06
The smoking fire and the drawbridge might.
In Celebration Of Czg's Birthday And Since Easter Is Coming Near
#7419 posted by Spirit on 2011/02/17 22:08:52
I cleaned up everything I had for my silly non-violent bunny hugging game and also even already fixed a bug or two. Hopefully I will finish it this year...
Not much too do actually. But, well, I hacked this together 4 years ago and did not care about anyone trying to make sense of it in the future.
Anyone got an idea how to get bright neon pink as blood in Darkplaces? I am using a particlefont.tga at the moment and it always looks really dark.
http://www.quaketastic.com/upload/files/screen_shots/hdgdl3d_20110217.jpg
#7420 posted by ShadoW on 2011/02/17 23:07:06
When I look at those rabbits faces, I have impression they just wait for getting the RL out of the pockets and to start the carnage. You can almost feel the tension in the air :).
#7421 posted by necros on 2011/02/18 00:17:28
first thing i thought when i saw the screenshot was SSG and "wascali wabbits".
...
#7422 posted by generic on 2011/02/18 00:52:23
That reminds me of the Watership Down mod that was once being developed for Quake 2 before moving on to another engine and into incompleteness...
Hl2 Level
#7423 posted by PuLSaR on 2011/02/19 01:47:21
#7424 posted by necros on 2011/02/19 02:06:54
was just gonna say 'you can't drop a hint about a map you're making without posting shots!' :P
all of them look great, but shot4 looks really cool! more of that please!
#7425 posted by rj on 2011/02/19 06:09:08
lighting in shot 3 looks a little bland but the rest is swell. not played any hl2 custom maps yet
#7426 posted by Trinca on 2011/02/19 09:03:06
HL2 Episode 2 is very nice, but is not as fun as Quake!
But is a nice game visualy and in gameplay
Rj
#7427 posted by DaZ on 2011/02/19 14:41:05
" not played any hl2 custom maps yet"
Click this link =)
http://www.planetphillip.com/posts/minerva-metastasis-trilogy-half-life-2-ep1/
Map looks good Pulsar, looking forward to seeing more
|