The Map Pack Is On Quaddicted!
#76 posted by Mugwump on 2016/11/27 13:32:48
But the zip has the same name as the original release. Did someone send the v1.1 repack to Spirit?
@ Onetruepurple
#77 posted by NightFright on 2016/11/27 15:09:39
If you don't like the colored lights, delete pak1.pak. Or do better ones instead of complaining.
#78 posted by Mugwump on 2016/11/27 15:35:57
Hah! That's OTP. He likes his Quake faithful and everything else is heresy. He also likes to troll a bit. Don't take what he says too much at heart. He organizes good jams, though.
@NightFright/Damage_inc
#79 posted by Mugwump on 2016/11/27 19:20:20
I need some advice, guys. I'm currently repacking Map Jam 8 and I wanted to assign a music track to a couple maps that had none. I downloaded EntEd v1.0 but when I try to load one of the .bsps that needs fixing, EntEd says "unsupported BSP type". Help?
@Mugwump
#80 posted by damage_inc on 2016/11/27 20:06:38
My experience was that, sure it was great for modifying "compatible) .bsp's, when it worked. ***Sometimes it did things that trashed the .bsp creating something that was not loadable in an engine.
Using an external .ent file(DP sv_saveentfile) seems the more reliable method. There is also "copy ents" in Mark V I believe.
hth's
- damage_
The Last March Of The Ents
#81 posted by NightFright on 2016/11/27 20:13:39
Yeah. Just use an external .ent file, placed in "maps" folder. DP and Mark V support it (Quakespasm should as well).
One Ring To Bring Them All And In The Darkness Bind Them
#82 posted by Mugwump on 2016/11/27 20:30:20
Yeah, I can do the external .ent method easily, but I was looking for a "cleaner" way that modified the .bsp directly. I've read somewhere of a method of reinjecting an .ent into a .bsp but I don't remember the specifics.
Well Well.
#83 posted by Shambler on 2016/11/27 21:15:26
Just got round to playing most of these. I lasted approx 1/5th of the first map with the awful coloured lighting and deleted pak1.pak thank fuck.
So...
If it looks like Quake, waddles like Quake, and quacks like Quake....it's probably Quake.
This is very Quakey indeed. Which is maybe not so refined or creative by modern Q1 SP standards, but is still great for a blast of full-on authentic nostalgia. This really felt like with a bit of polish and texture tweaking it could have fitted in as an official DLC between Quake and SOA.
I like it, I like the proper Quakey vibe, convoluted layouts, nooks and crannies, sneaky little ambushes and meaty secrets. Gameplay is tricky but mostly fair and having plenty of powerful weapons felt valid! I didn't like the unmarked instant death traps (including ones with spike mines), stretched textures and some cramped sections. Oh and the triple Armagon boss battle was boring even with god mode on!
So yeah, well worth releasing.
@ NightFright + Mugwump
#84 posted by Henry on 2016/11/28 12:48:46
You can open the .bsp files directly and edit them. You only need a tool that can handle binary data. Notepad can open bsp�s but cannot correctly save them. Ultraedit or any other similar tool can do it without a hassle.
Scroll to the very end and you will see the exact same lines as the .ent file has. Edit, delete or add the sound or any other entity settings as you want.
Save it and the .bsp will have the new properties.
No need for .ent files at all.
All the .ent file information is inside the .bsp file itself!
This way all engines can use it and not only the .ent file supporting ones.
Thanks Henry!
#85 posted by Mugwump on 2016/11/28 13:05:00
Exactly the answer I needed.
Everybody's Got It Wrong
Don't use external .ent files and don't edit the BSPs in Notepad.
Recompile the map in qbsp using the -onlyents option.
#87 posted by Yhe1 on 2016/11/30 05:53:21
what is the first map of this mappack?
#88 posted by damage_inc on 2016/11/30 06:02:56
q1map1
Thanks OTP
#89 posted by Mugwump on 2016/11/30 06:59:02
So that's what this option is for!
Very Good Set Of Maps
#90 posted by killpixel on 2016/11/30 23:35:11
some of the most fun I've had with custom maps in a long while. there are definitely some ragged edges but the core is pretty solid.
the scale felt right overall. quake's enemies generally need tighter, focused spaces to be fun, otherwise they tend to be annoying hindrances rather than engaging encounters.
the visuals are nice. they're a little under detailed, but that's preferable to the inverse. I really appreciated the variety despite feeling too tangential in some areas.
combat is generally solid and forms the core of the levels. most encounters felt fresh and engaging while some fell flat. these encounters weren't necessarily bad in and of themselves, perhaps they're just in the wrong place. overall, the pacing is brisk and comfortable and wasn't bogged down by quasi-arenas and the like (some might consider the traps to be excessive, however).
75/100 - a diamond in the rough. with some reworked ideas and a bit of polish I think this would be a truly great episode.
Secret E2sl1
#91 posted by Vasilisk on 2017/02/27 17:53:21
Found all secrets in ep2 levels and just found out that there no way to e2sl1 without console. really PISSED OFF
Yeah Man Life Just Sucks.
#92 posted by Shambler on 2017/02/27 18:34:36
#93 posted by muk on 2017/02/27 19:29:53
I played Dead Space 2 all the way thru with just a plasma cutter cause i thought itd have an achievement for it like the first Dead Space.
Nope.
REALLY REALLY PISSED. MEGA PISSED.
#94 posted by [Kona] on 2017/03/16 05:41:41
Just played these and really enjoyed them. Nice variety, good fun all the way through.
If you were to do anything to improve them, I'd switch the finale to come after ep2 instead of ep1, so it's a proper conclusion.
But otherwise good fun!!!
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