Digs
#1 posted by Vondur on 2012/03/21 08:10:34
please fix screen links, they appear to be forbidden to visit
Nevermind
#2 posted by Vondur on 2012/03/21 08:12:32
fixed them myself
#3 posted by digs on 2012/03/21 08:17:26
#4 posted by digs on 2012/03/21 09:53:52
Great
#5 posted by Mandel on 2012/03/21 10:43:15
Great maps both of'em. Many neat ideas. I enjoyed the tunnel rides in the first one. And thanks for color coding the route in the second one, it succeeded in making it obvious how to progress at all times.
Hitting ogres with the RL was a blast as well!
Looks Really Interesting
#6 posted by Drew on 2012/03/21 13:55:56
I'll record some demoes tonight!
Aww My Eyes!
#7 posted by Orbs on 2012/03/22 06:58:48
nice mpas, awfull textures :)
i have to choose between playing in the white (fullbright) or in the dark (cant adjust my gamma)
busy on the runs but need a break probably wil post them later currenty first map a hfr 1:06 (havent found the secret yet nor the intended way to get past the first door) and the strafe jump around the wall is pretty hard and then I'm stuck with a quad wich i dont want making it hard to survive grenade jump.
might need to do another round of investigating on this one
2nd map in 1:00
Gah Im Blind
#8 posted by Orbs on 2012/03/22 07:07:35
Dunno why i missed that "x" before :P
Crashes
#9 posted by Orbs on 2012/03/22 07:11:02
host error solid_bsp with non bsp model. I geuss new engine required to prevent this? (since the sky looks like shite in old engine and quite funky in fritz)
#10 posted by digs on 2012/03/22 07:33:38
Yes, he found two places where this could be a mistake. Fixed, laid out until a corrected version on the website:
http://digs.alfaspace.net/quake/mm/sm167_digs
Probably, Spirit later will lay out the right pack into quaddicted
Enough For Now
#11 posted by Orbs on 2012/03/22 07:47:18
found a bit slower but much safer way to do the quadgj. Both first decent finishes not polished at all:
http://members.upc.nl/verorber/167d_112.dem
http://members.upc.nl/verorber/167d2_100.dem
Interesting.
#12 posted by digs on 2012/03/22 09:13:31
And I can not make a U-yump.
I think you're in the water rises slowly. You press the button "jump"? I just raise my head up and hit the "forward". So the movement faster.
Nice Maps
#13 posted by negke on 2012/03/22 10:29:58
Super large. Trademark abstract digs style. Cool suprises. Pretty dark, and even darker screenshots. Combine both and you'd have digs07.
The "non bsp model" crash is caused by two rogue push and door entities. Happens sometimes in Radiant when deleting a brush ent - not sure if it's random or reproduceable, e.g. related to cloning or the like.
#14 posted by digs on 2012/03/22 10:39:47
Combine both and you'd have digs07
then will be too monotonous. Poor detailing
The "non bsp model" crash is caused by two rogue push and door entities.
For the second time. Prior to this digs06. Nothing to do, the next time to check carefully before release
#15 posted by negke on 2012/03/22 10:58:59
Add more detail then? At any rate, the size would be right.
BJP's Glquake displays a warning for such entities, so it's worth loading a map with it once - it's the easiest way to be sure. Otherwise one would have to go through the entity list in the editor and look for brush entity entries that don't have the > symbol next to them. Or you can fire a grenade near (0 0 0) in game to see if it works, although this isn't very conventient or conclusive.
You're Right
#16 posted by Orbs on 2012/03/22 11:12:04
about the swimming, in non custim engines you cnat swim 100% straight up like that though so you have a risk to fall out when its an open pillar of water. And i dont make the "U-jump "so often so i was being carefull :)
#17 posted by metlslime on 2012/03/22 16:30:59
you can swim straight up using the +moveup command.
Mirrored The Fixed One
#18 posted by Spirit on 2012/03/22 17:24:08
Madness.
#19 posted by Shambler on 2012/03/22 18:49:33
I enjoyed them. Surprisingly good gameplay. The first one had some cool WTF touches. The second one had some cool design concepts. The coloured lighting was.....it was kinda OTT, but then the colours were done really well. It seemed like it needed a better design/textures to go with the lighting in some places.
Demos!
#20 posted by Drew on 2012/03/22 20:36:22
Damn Digs - you're a TRUE mapper.
I played like a bit of a dumbass in these but those were really nice! Both were fun and worked as great study breaks!
Agree they weren't exactly perfect 10's with regards to looks, but they still [some kind of sexist metaphor or something]!
Thanks for actually *speed*mapping, btw.
http://www.quaketastic.com/upload/files/demos/sm167_digs_drew.zip
#21 posted by demos on 2012/03/22 22:39:40
#22 posted by digs on 2012/03/23 03:35:20
Thanks for all the comments and demos
#23 posted by spy on 2012/03/24 07:37:57
could someone provide me the correct url to fixed maps?
can't see any
Pretty Anoying
#24 posted by Orbs on 2012/03/24 09:07:38
that those custom engines make use of different protocols for recording demos
#25 posted by digs on 2012/03/24 11:51:40
@spy: no, my site, unfortunately not available. maybe later
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