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New Q1SP: Gravey Trail By Madfox
Rinie 'Madfox' Brouwers makes his Quake mapping debut with Gravey Trail, a single player level that also functions in deathmatch mode. He describes it as a "medieval Castle, inspired by e2m4 Ebon Fortress."

So far the map is only available from fileplanet as a 637k .rar file: http://fpweb1.fileplanet.com/files/110000/119400.shtml

(thanks aguirRe)
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No Problem 
 
Hell Yeah 
I think you learn a lot about your map by watching someone's first run through it. Sometimes I use my brother for that. 
Your Request... 
Thanks or the big ID.
But as I've put new monsters in it that's a thing you won't see in such a first-run trailer.

I'm halve the way now, but it's queer to see all those betatesters get "blocked" before they can even start, as I just can't send them a level before getting backspammed.

Where's the sense of purpose, when you can watch a Q1SpQuest before playing it? 
Nowords... 
in reply to #57
You make me feel "gilt"y 
Oh Sorry. I Think I Got Lost In The Language. 
first off, I don't think having new monsters will be a problem. having something unfamiliar may even help.

Where's the sense of purpose, when you can watch a Q1SpQuest before playing it?

I meant that people would first play the map while recording it. Only afterwards would we take a look at the demos.

This isn't going to be a trailer, but rather I'm somewhat curious to see what goes on when someone plays a map for the first time. What are the kinds of things they notice, or don't, and how they navigate around, etc. 
Universall Crunching: Awh 
Right,language has it's "rarebits"
It is "guilty" anyway.
I've tried to let people betatesting, but for so far as I ain't got a URL or Homepage, it is a little difficult to get the levels over the net.

Played myself "queer" on the first pack of levels, and now heading for the other bunch.
Still like your ID, but you didn't mention a demo version can have a bigger size on bite-rate than the original level.bsp has?

So I just keep in dwelling in my "Orb-converter" untill all is "tight&save"
Greetz. 
Madfox 
I'd like to subscribe to your newsletter 
Cool 
 
Dwarfish 
A Leporello to Morpheus TinkerToys...

http://members.home.nl/gimli/gimli06.htm 
\o/ 
good work, Madfox!

look at all those Q1SP maps!

Its a thing of beauty, it really is. 
Story Line? 
LaserBeam 
Is there anyone who knows how to programm a laserbeam in Quake1?
Since it only appears in the Mission Packs,it is hidden in the progs.dat 
MadFox: 
Yea. Laser beams are the same as lightning, the model is just different. The easiest way is to just replace one of the first 2 bolt models (bolt.mdl or bolt2.mdl I think) with a laser beam model and just do the TE_LIGHTNING or TE_LIGHTNING2 call like you see with the lighting gun.


The other way makes use of Quake version 1.08's special TE_BEAM. If you can find out what number to give TE_BEAM in defs.qc, you can change the Writebyte(TE_LIGHTNING); or whatever to TE_BEAM and make a beam.mdl that's a laser. This way, you don't override one of the other lightning's. I just don't remember what number it is... (if you look at my Jeht or BestVoid mod source, you will find it: http://static.condemned.com/download.shtml ).

I appologize, I can't check it myself just now. These library comps block all useful sites, and won't open zip files. :( I'll look it up when I can though. 
BTW 
If you need help, e-mail me at static_void *at* hotmail *dot* com and I'll gladly assist you. 
Scripting 
Found the scripts for the laser beam.
But then I wonder: where in the Progs.qc do I place them?

Finally round with testing my last three levels.
Still one overall vieuw from my side, and I can relaese all 22.
If my progs.dat won't blow it all!

Greetings, & Quake1 4 ever! 
Vis Crunch.... 
Hope you don't get tired of my "weeping willow", but the last map I made don't want to vis. At least not in 16houres vising on my Atlon, and still it got a *.prt file.
Strange, as the map isn't so big or odd as the other ones, with the same count on mergefaces,and they come up in some 20 minutes.

Should I go on vising for a longer period? 
First Of All, 
are you using avis program with a counter? either aGuire's new one or Tyrann's would do... 
Um... 
i meant to say this, but i forgot...

if it's nearing the end (>= 80%) then you might as well give it one more day... 
And It's Not Mergefaces 
that you should check for, it's visleafs and visportals. Furthermore, it's not even the sheer amount of them, it's their relationship.

In the end it's how many faces in the map that are visible to each other; the more the worse. 
-fish(vis)- In The Sea Of Eternity 
I just use the old vis-programs, because the new ones left me with an error either much before this one would do. So I can't see at what moment the vising proces occurs to be.

The only things I can relate, is the bsp-construction, which tends to...

---mergeall---
6217 mergeaces
and
testlevel=4
1918 portalleafs
5896 numportals

I think it rather strange, because I had maps,
which even had a greater account, and were much faster partionned. 
Those Numbers 
are not so high but as I said, it's the relationship beween them that matters. 16+ hours on an Athlon (1 GHz?) system seems a bit much, though.

If you wish, you could send me the zipped map+wad files (no bsps please, I'll rebuild it myself) and I'll take a look at it. 
Thunk 
Thanks for your attention.
My computer holds Athlon 1300Mhz.
I changed some things in it, but it still won't work within this time limit.
Maybe it has to do with some trees I tried in it.

Great for your offer, but where do I send them?
Could be you don't want to publish your emailadress. 
Trees, Eh? 
well, they'd certainly make more trouble... all the sticky outy bits are hard on vis. he's very sensitive to trees. 
MadFox, Look In The People Section 
of the forum, you'll find my email address there. Just de-obfuscate it first ... 
Ob Fuse What? 
Found your Homepage, but my Broken English can't make an obfuscate-able sense with it.

I must sureley make a stupid impression... 
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