Speedy
#64 posted by nitin on 2004/05/01 02:55:22
that's more like it, thanks for posting that.
The only thing I didnt really like was perhaps those underwater spwans which were completely unfair, otherwise vry enjoyable.
Underwater Spawn...
#65 posted by Fern on 2004/05/01 06:32:42
have been a q1sp staple ever since fmb8 :P
Great
#66 posted by biffmasta on 2004/05/01 10:45:16
very good. Oh, and i did find ALL six secrets on first try. Hee.
Nitin,
#67 posted by necros on 2004/05/01 14:16:27
you can see the spawns through the water, same with the fiend at the start, so it's not that hard. plus they get stuck down there as they turn around. gives plenty of time to take them out.
Um?
#68 posted by LTH on 2004/05/01 15:12:26
There were spawns in the water? Never saw 'em.
I Call Start.bsp!
#69 posted by pushplay on 2004/05/01 17:07:38
Someone should make a list.
#70 posted by LTH on 2004/05/01 17:40:16
Von told me to do e4m4 so I guess I am.
Just Do Remixes Of The Maps You Want
#71 posted by cyBeAr on 2004/05/01 19:58:06
and skip all this remake reservations - I'm sure it would be interesting to see different remixes of the same map.
Necros
#72 posted by nitin on 2004/05/01 22:21:31
yeah, but I dont play with see through water because some maps have it turned on and others off (making the water look weird) so I just leave it turned off.
Oh, Ok.
#73 posted by necros on 2004/05/02 01:06:31
i thought everyone played with r_novis 1 :D
i guess that could be considered cheating too... oh well, i leave it off the next time i make a demo. ;)
Nice
#74 posted by Apollo on 2004/05/02 12:23:22
Ahh tis very nostalgic, gallivanting around the ancient maps of yore. Verily, this remixing idea is an idea most fantastical.
So, Wait
#75 posted by Kell on 2004/05/03 12:25:05
necros - you used r_novis 1 and the pentagram?!? You weakling! Has anyone even watched my demo yet? o_O
If we build a remake, is the intention that they will connect to other remake maps? i.e. e1m5rmx.bsp trigger_changelevels to e1m6rmx.bsp trigger_changelevels to e1m7remx.bsp etc...?
.
#76 posted by necros on 2004/05/03 12:42:52
i watched it. i didn't know anyone used hipnitic pack for regular play! ;) so it took me awhile until i realised to start with the -game hipnotic.
(probably why many didn't see it?)
anyway, calling me a weakling, is it? well... i enjoyed watching you die the first time around. :P
Yeah
#77 posted by Kell on 2004/05/03 12:49:43
well, at least I went down fighting, and not carrying a powerup :P
ah... -hipnotic. I see. That's annoying. Does everyone use a different mod which has mousewheel weapon switching down as well as up?
Also, hipnotic has the very useful genocide! command - impulse 205 iirc. Good when playtesting.
Weapon Switching
#78 posted by czg on 2004/05/03 13:03:24
-game id1 has weapon switching down as well as up. Just make sure your config contains
bind "MWHEELUP" "impulse 10" //weapon up
bind "MWHEELDOWN" "impulse 12" //weapon down
No genocide though...
Kell,
#79 posted by necros on 2004/05/03 13:04:24
you don't need to mod to use mwheelup and down...
in regular quake, go in the console and bind mwheeldown "impulse 12"
impulse 12 is the impulse to cycle backwards...
genocide... didn't know about that... hehe just tried it now. :P
Ah
#80 posted by Kell on 2004/05/03 13:11:38
cool, thx for the impulse 12 bind
Yes, genocide! is the main reason I use -hipnotic. Worth adding a similar option to any mod code, assuming that wouldn't be infringing copyright. I use it all the fething time when I map; ~100 monsters taken down with a single key stroke :P
.
#81 posted by necros on 2004/05/03 13:13:58
i just tend to use notarget to bypass monsters and noclip through them if they are really in the way...
Aye.
#82 posted by Kell on 2004/05/03 13:16:18
that's the basic method; but with some entities only triggered by monster death, it's useful to 'clear' the map to the state it would be in once complete and exitable. Also, noclipping on/off all the time gets annoying.
Kell
#83 posted by HeadThump on 2004/05/03 13:40:02
As many times as that copyright has been violated in terms of mdls, weapons, .qc, levels -- I would not be concerned about it unless you are planning to comercially exploit it (somehow).
#84 posted by - on 2004/05/03 14:38:46
noclip through monsters who can't see you!? weakling! blast your way through!
That
#85 posted by necros on 2004/05/03 14:51:16
wakes up other monsters sometimes, so it's more annoying than anything else.
Boo.
#86 posted by Shambler on 2005/06/26 06:12:58
Just played Speedy's HARD version of this which was pretty cool and to be honest a much better version overall because you spend more time soaking up the atmosphere of the map, appreciate the designs more, explore over the whole map, and have a good challenge with some fun gameplay (although it's pretty easy after the start apart from the spawn bits, but still good). I like the Fiends in the water and the Shambler behind the SNG. Oh yeah and some of the jump "secrets" are cool.....except the one that gives you a "Shambler Sux" message - WHAT THA FUCK asshead :P.
LOL!
#87 posted by DaZ on 2005/06/26 15:11:55
pwnd
#88 posted by gone on 2005/06/27 00:06:51
indeed
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