YAY!
#1 posted by generic on 2011/06/21 23:21:29
#2 posted by nitin at work on 2011/06/22 03:04:15
So theres 8 dm levels plus a bigger sized secret level?
And was there ever a vol 1/2?
WOOOOWEEEE !
#3 posted by Barnak on 2011/06/22 03:55:43
AWESOME RELEASE !
Geez, maps 1 to 5 are really awesome ! Thanks a lot guys ! This release rocks !
Gosh, I now have an erection !
Too bad GLQuake crashed while in mid-level 6 :-(
Go For It, Its Worth A Try.....
#4 posted by Michael on 2011/06/22 04:24:37
No One Should Use The Old Glquake Anymore
#5 posted by negke on 2011/06/22 09:59:17
Barnak, I assume it was a max_edicts crash and you were going bezerk with gibs on skill 2? I went to great length to make that not happen - apparently still not enough. I've updated the level slightly (same dl), well, it's four edicts less now. It should work unless you're pushing for it. I played the old version just fine on hard without a crash. In doubt, you might want to play from shotgun start to be less tempted to use the RL.
nitin: It's nine dm levels of which one is a start map and one is a small secret level. Of course there were vol. 1 and 2, check Quaddicted. They were done by SDA.
Not Much Classic About This!!!!
#6 posted by Spirit on 2011/06/22 12:18:41
But quality sp fun, even considering negke's tarbaby fetish.
This Episode
#7 posted by Text_Fish on 2011/06/22 15:06:51
is a great way to celebrate Quake's birthday, but it's full of infuriatingly tantalising secrets! I find myself running round in circles for about ten minutes after I've cleaned the monsters out just looking for tiny texture irregularities or dark corners I might have missed so that I can reach that pent or MH I can just about see hidden in the rafters.
It's fun! :D
Holy Shit!
#8 posted by than on 2011/06/22 16:44:47
awesome idea to do this.
Haven't actually played any of it yet, but will try as soon as my main pc is working properly again. The maps look great and I'm sure the gameplay will be at least as fun if Negke is behind it.
Still want to do dm1-6 SP episode, but don't have time or a suitable editor environment set up at the moment :/
Crashed Again On Level 6
#9 posted by Barnak on 2011/06/22 16:51:11
Negke,
I re-downloaded the addon to try your changes, and it still crashing on level 6. I'm playing in nightmare mode, with god mode ON and all weapons (rocket launcher, quad dammage, etc). This is my play style ;-)
All other maps are working great.
#10 posted by negke on 2011/06/22 17:23:07
In that case, I can't help it. The map works fine when played normally.
I suggest you switch to Bengt Jardrup's enhanced Glquake. It looks and plays just like old 0.97 but has increased limits and lots of other fixes. Using that the map will not crash.
Dmc3m6 Boss
Is there an article somewhere that would explain all the various settings in the info_notnull boss? :E Can't tell if changing a lot of them is doing anything. Either seems to work or just breaks when I fiddle with it :P
Awesome
#12 posted by Drew on 2011/06/22 18:48:53
will play these when I'm done my map!
Very Nice Neg
#13 posted by Drew on 2011/06/22 20:45:02
Great little maps with some pretty intense gameplay!
Nice
#14 posted by ShadoW on 2011/06/22 23:01:32
I Should Maybe Note
#15 posted by negke on 2011/06/22 23:27:12
The previously released maps all have small changes too. Nothing drastic, though.
Fuck. Great.
Great. Fuck.
Nice Stuff
#17 posted by nitin on 2011/06/23 05:39:22
very short maps, probably would not like them indivdually (except for Dark Ritual because that was made bigger to a medium size map) but combining into and 8 map episode works extremely well.
Also Lun's map looks great, had not seen that before. I assume you didnt touch that one up negke?
Updated Versions
#18 posted by negke on 2011/06/25 15:44:36
As it turns out, some of the entity hacks used in dmc3m6-8, namely the custom shambler, boss_death10 and OgreGrenadeExplode, are incompatible with QW and crash the server, even though they are flagged not to appear on dm. The reason for this is that Quake parses every entity/field on mapstart and only then decides which one is to appear on the current mode, which means that it does come across these monster functions that do not exist in the qwprogs. Hence it crashes with an ED_ParseEdict error.
than: Remember when we talked about this for your dm3rmx? Apparently wasn't just a matter of a missing spawnflag after all.
I've updated dmc3m8 - same download link as before - and made fixed versions to use with QW: QW fix
ZQF: I copied all those fields from a regular shambler. No idea what they all do or if manually setting them all was really necessary. I can only try to make sense of them with a very limited knowledge of QC. Look at shambler.qc and defs.qc for a start. Any proper coder or QC tutorial should be be able to give an idea.
nitin: By touch up I meant stuff like aligning textures, plugging holes/empty rooms, fixing and possibly optimizing some brushwork. This was done in every single map, though to different degrees.
#19 posted by necros on 2011/06/25 19:11:50
i tested this for neg, so i won't go into much detail or anything. but one thing i thought was really nice about this was that it felt like playing brand new maps. having never really done much dm at all, i've never seen any of these maps until now!
You All Are Great
#20 posted by biffmasta on 2011/07/02 03:09:44
This oughta be good fun! I'll be back to get it when I have a spot of time!
Good
#21 posted by ijed on 2011/07/03 04:42:38
But those secrets, very annoying - the runes more than anything.
Still missing one...
#22 posted by negke on 2011/07/03 10:40:24
Knowing the original dm maps helps in this respect. I assume the one in the first map is the hardest to find. "Useful" hint: they all require looking up in one way or another.
<- Rune
Why need those if Dark Ritual has you collect all four? Am I missing something obvious?
Hmmm
I think I get it now.
Will have to look harder in maps 2 and 3...
#25 posted by negke on 2011/07/03 12:54:38
The other two (well, the first one really) DMC packs used the runes for marathon runs so I felt like I needed to included them here as well for consistency. Having them in the maps, they seemed like a good way to unlock the secret level, because I thought in such small maps a regular hidden exit would be a little cheap. It's indeed strange that you have to collect them 'again' in Dark Ritual - because of the first sp version and the order in which the maps appear. Originally, if the player entered the level with the runes, there was a script that made it look like the enforcers knocked him down and stole the runes (black screen, sounds), but that didn't work out.
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