Does Your Quake Engine Works Using Heroin ??? ;-)
#965 posted by HeadThump on 2004/04/30 10:33:02
That's more of a 'shroom moment there.
I Can Imagine
#966 posted by HeadThump on 2004/04/30 10:40:33
A whole set of drug triggers for mappers to play with.
trigger_drunk -- movement become exagerated, foggy vision
trigger_shrooms -- unfocused, fuzzy but hallucinogenic
trigger_acid -- sharply focused, sharply defined, moving objects have trailers, colors exagerated, throw in a little telekenisis while you are at it.
triiger_heroin -- I have no idea what that is like.
Trigger_heroin...
#967 posted by JPL on 2004/04/30 11:20:57
... is very dangerous, like trigger_crack: it involved a lethal dependence !!! Too uch use kill the player... so use carefully...
JLambert
#968 posted by HeadThump on 2004/04/30 12:41:07
A substance that makes people look like zombies (hey, perfect for Quake then) yet so addictive people do it anyway I don't want any part of.
I can imagine using the trigs I mentioned as powerups instead for a post apocolyptic version of Quake. Something to mull over while I'm bored and supposedly working this afternoon.
Screenshots Huh?
#969 posted by Panzer on 2004/04/30 14:28:10
Small
#970 posted by DaZ on 2004/04/30 14:29:08
...those Were Too Small...
#971 posted by Panzer on 2004/04/30 14:30:36
404
#972 posted by Vondur on 2004/04/30 14:32:15
I Knew I Would Screw It Up!
#973 posted by Panzer on 2004/04/30 14:32:35
Please forgive me! I'm not familiar with these boards and was hoping to edit my posts, but as such...here is the correct urls. Sorry for the spam!
http://www.quakequad.com/images/panzer5_pic1.jpg
http://www.quakequad.com/images/panzer5_pic2.jpg
http://www.quakequad.com/images/panzer5_pic3.jpg
Hmm
#974 posted by Vondur on 2004/04/30 14:34:18
looks fresh
is it dm or sp or what?
looks like q2 map
what's it?
more info pls :)
Druggy Trigger?
#975 posted by czg on 2004/04/30 14:34:48
Like the fluffy things in Yoshi's island?
http://www.ntsc-uk.com/reviews/gba/YoshisIsland/08.jpg
(Doesn't show up too well in that screenshot, but the entire screen starts twisting and being weird when you touch those white fluffy things, and Yoshi begins to stumble and the controls go sluggy.)
More Info...
#976 posted by Panzer on 2004/04/30 14:37:26
It's a Q2 DM map using Sock's egyptian themed textures. Maric at Backshooters has also created an Awaken II version of the map with a tweaked item placement and loadout specifically for that mod. If you're interested in trying it out, you can DL it from the Backshooters map repository or from here:
http://www.quakequad.com/maps/panzer5.zip
Well
#977 posted by Vondur on 2004/04/30 15:52:12
rather nice duel map!
maybe a bit too symmetrical, but still, it's cute :)
CZG
#978 posted by HeadThump on 2004/04/30 16:57:54
That makes me happy just looking at it
#979 posted by - on 2004/04/30 17:40:08
Panzer: looks great, except the blue volumetric lighting things look out of place without blue lighting coming from them. I'd suggust using just a slight blue light there, don't go overboard with it so it's overbearing, but just a nice light blue to make it look right.
Let There Be...blue Light?
#980 posted by Panzer on 2004/04/30 17:57:42
I actually tried the blue lighting in an early version of this map (this one is final now) but it never looked quite right to me. It might have just been my opinion but the white lights seem to keep the textures from looking murky. BTW Vondur...good call on the 1v1. This map started out as a 1v1 level for Snake from the Backshooters community =) Thanks for all the comments. They will certainly come in handy in my next map.
Panzer
#981 posted by DaZ on 2004/04/30 18:06:05
Is this the same map that was at The Pipeline since ages ago? I recalling seeing a map looking very similar to this, dunno if it was the same one.
Is looking pretty nice, and yeah scampie has a point about the blue lighting, might be nice to throw a bit of that around, give some contrast to the orangey feel of the map.
Keep it up! :D
As A Matter Of Fact...
#982 posted by Panzer on 2004/04/30 18:22:24
This is the same map with a little more scenery thrown in. I thought since it was originally designed with 1v1 play in mind, it could handle a little more detail to make the hunt a little more bearable when you keep missing each other.
Trigger_drunk
#983 posted by metlslime on 2004/04/30 18:56:46
Just set v_idlescale to 20. That's drunk enough for me.
Cliff Test Please Comment
#984 posted by [Jimbo] on 2004/04/30 21:13:50
http://jimbosqw.cjb.net/jmap/cliff.php
I'm fiddling with a map that has this cliff,
please comment.
I am planning to "round out" the top part of
the cliff.
My Suggestions
#985 posted by necros on 2004/04/30 23:43:20
for rockfaces that need to be very vertical, use lots of little lights (about 120-180, no special attenuation settings) and just slather them all over the rockface at random intervals and heights. this way, you get a more interested rock, instead of flat lighting.
also, i suggest you upscale the textures to 1.5x1.5 or even 2x2.
cheers!
Hehehe
#986 posted by necros on 2004/05/01 14:05:33
Necros
#987 posted by HeadThump on 2004/05/01 16:29:01
I'm re vis-ing Ne_lend. It is at 53% guess I was little optimistic that it would be complete in 8 hours. Did you get the first impressions e-mail I wrote when I completed playing it the first time around? Or is that one lost to the Gods of the Internet.
Dont blame you about taking a break. I test played a bunch of levels last night and got a pinched nerve in my shoulder out of it. It's all shot games and watching boxing tonight if there is a half decent fight on.
#988 posted by necros on 2004/05/01 16:41:55
i did indeed get your email. thanks for the preliminary info. :)
when i tried a fullvis for lend, it took about 5 or 6 days...
besides, i was meaning to do the painkiller stake gun for a while now, and since i had some free time... heck, i even got Pain in there, and working on Killer. :D
Stake Gun
#989 posted by Preach on 2004/05/01 19:12:03
Necros, fancy a proper model for that thing? Weapons are much easier than monsters, frankly.
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