See post #5391 and #5392 from general Abuse Thread !!! This link have yet been posted here !!!
calm down, it's moved to news because this is proper new level and it deserves to be put in here....
Eh !!... I was just joking, I apologize if I hurted somebody... I agree, this news needs its proper thread...
Moron. Remove out of the way.
In order to keep our community alive and happy, could avoid to insult every guy who disagree, or joke with you please ???
we're all dead serious here
...RTCW uses the Unreal engine, yes?
Possibly the only conclusion I could draw from those pics.
it's q3a engine
Moron. Remove out of the way.
Play it, it's cool. Old skool style gameplay (but not horde bollox) in a decent engine with some nice settings. Keep ya going between D3 and HL2.
My comment refers to THE GAME, not to this map which I haven't played.
shambler, why have you started insulting JPL at every opportunity?
Haven't Had Time To Look At It But...
Haven't had time to look at it but... these guys(?) have done some great RTCW SP maps in the past.
Also see :
I'm not sure, but I think it might be just one person doing all the work, which is frankly awesome. Can't wait to get home and play it.
>>shambler, why have you started insulting JPL at every opportunity?
Count Vladislaus Dracula : [as Igor is poking a werewolf with a cattle prod] Why do you torment him so?
Igor : That's what I do.
Yes, I also noticed those. It's kind of annoying that Kat seems to feel the need to have a *seperate* website for every map he does :P (with no obvious linkage between them).
I kind of wish I still had RTCW installed now, as those shots do look pretty damn nice.
UWF, errr, because he's weird for not liking coop-bot-single-play, and a moron for not noticing that I had noticed nitin had posted about this and indeed told nitin to make it news. Simple eh.
...I finally got Maiden to post again.
Sham: thanx for the heads up, I'll snap up the next copy I find.
yeahI was going to post news, butI was under the impression there was goign to be an updated release so I was holding off.
Blame Megazoid for my presence here..!
Just to answer some of the comments that have cropped up...
@ Kinn : I *do* have a 'single' website where all the info about what I've done is posted, it's called Quake3Bits (:op back at ya). There is a reason though for me putting these RtCW SP maps on their own sites; bandwidth, I don't have to worry about it where they are, whereas I as I do for Quake3Bits.
@ Megazoid : Yup... if it breaks then it's all my fault as I'm basically the only one doing this stuff. I did get some big help with MagesSkulls though, the scripting for that was a little beyond me at the time.
@ nitin : thanks for posting this stuff here, it seems a quiet place on the surface but there's a lot of traffic underneath..!
@ the rest of the crew : thanks for the supporting, stopping by and downloading the various maps.
Finally got time to reload RTCW and play Relic Hunt. Wow! Great atmosphere and attention to detail. A logical map, with only one small problem that I could see - the ending. After killing the big black blob guy (he's so funny), I couldn't find the exit. I had to have a look at the walk-through on your site. The problem is the drop down floor that is suppose to indicate it was erm "blow-up-able" wasn't doing that. Could be a glitch on my machine only, and definately only a tiny flaw.
Really great work (as ever Kat). Thanks for taking the time to make another great RTCW map. It's kind of a shame the whole RTCW mapping scene never took off that much, because the game is definately one of my favorites.
If we could just have some semi-clad nazi chicks in the next one please ;) lol
This is probably the first custom RTCW sp (apart from maybe tef joh's Operation Vorichwhatever) that actually captures the feel and experience of the retail game. It also proves that you dont necessarily need multi map units to have anything of decent playable length.
Atmosphere, brushwork are extremely well done as is the texturing and lighting. The gameplay is pretty good, but perhaps there is a little too much ammo going around (played on Medium). My main quibble was that I didnt know where to go after opening up the tomb entrance and then blowing up the wall to be near the start area again. Some better indication at that point could have been implemented.
Otherwise, very nice. I'm going to now try Castle Keep too, I originally played Mage Skulls which was nice but not really worth replaying.
@ Magazoid : that dynomite thing isn't a glitch with your machine it's actually a 'bug' in the engine. There are a couple of instances like that where things don't work the way they should and for no apparent reason; it's actually a 'known' issue within the SP community (very small that it is) that I think everyone has given up on trying to 'correct'.
I did have some female Nazis in the cancelled Geberator SP, nothing kinky mind you.
@ nitin : yeh I went a bit OTT with the ammo, I got a lot of comments on the previous maps that there wasn't enough..!
Thanks for the comments.
I mean 'Generator SP'...
just tried out and completed Castle Keep.
It's a beautifully realised concept, I can only imagine the time you put into those rocks. Framerates arent too crash hot on my setup but it's still playable for an sp game.
But where's the gameplay? There wouldnt have been more than 7 or 8 enemies and it took about 7 mins to complete too. For all the effort that you put in, it's just too disposable for most players.
yeh, that ones basically a 'concept' map and was really for my own 'internal' use. I basically released it with the source map becasue it deals with the different ways of making rocks which there was a bit of interest in at the time. Funnily enough though, the bit of gameplay that is there took twice as long to sort out than building the rockwork....