This Seems Fantastic
#1 posted by RickyT33 on 2013/05/13 17:57:28
Just needs monsters!
Monsters
#2 posted by Eraser on 2013/05/13 19:33:13
If Klesk, Uriel and Sorlag aren't monstrous enough for you, there's nothing stopping you from including custom models with new (or duplicated) bot AI files :)
Custom Bots
#3 posted by Tamarisk on 2013/05/13 20:45:04
Bitter Embrace by Mr.CleaN has a really cool skeleton bot - BitterBones.
Monsters:
#4 posted by ijed on 2013/05/13 20:53:21
#5 posted by necros on 2013/05/13 22:13:50
Has anyone made any SP maps with this yet? Curious to see what it's like.
#6 posted by gb on 2013/05/14 01:24:09
Interesting.
What are the main differences / advantages compared to using say, Darkplaces or FTEQW or QFusion and q3bsp / IQM with either Angelscript or QuakeC to make a mod/game?
I assume the Q3 bot AI would be the main advantage over those other options?
What language is the gamecode in?
Maps
#7 posted by Eraser on 2013/05/14 07:18:57
@necros: two maps can be found at the EntityPlus project page (linked in the original post). They are called "Carmack Tower" (made by dezer) and "Testing Procedures" (made by me). The mod itself comes with a custom version of q3dm7 that was edited to turn it into a linear SP map. Last but not least there's the beta version of my upcoming map, also linked to in the original post.
It's perhaps a meager offering still, but it's up to the fine people who love Q3 level design to make,more :)
Differences
#8 posted by Eraser on 2013/05/14 07:28:44
@gb: what you are listing are all Quake 1 offerings, right? EntityPlus is a Quake 3 mod. There are some advantages to other, similar offerings.
Most, if not all alternative SP offerings so far have forced some sort of visual design or theme on whatever you can do with it. E+ builds on top of plain Q3, which is a very generic environment, so you can create all sorts of adventures if you like.
A similar point is that all entities that E+ adds to the game are set up as generic as possible, so a level designer has the freedom to do a lot of different things with it.
Last but not least, the mod is still in relatively active development, and I do take feature requests. Also, the mod's programming code is fully open source and publicly available through the project page. So if you want to change something yourself, feel free to do so.
This being Quake 3, the code is all C, compiled to Quake 3's native QVM file format, for cross-platform compatibility.
@Shambler
#9 posted by Baker on 2013/05/14 15:20:17
It was about time you finally made a single player creation. Congrats!
We didn't know you had it in you!
#10 posted by Harmata on 2013/05/14 20:05:49
Oooh, some very important SP features in this update, you're on the right track!
Eraser
#11 posted by slapmap on 2013/05/14 20:20:54
Awesome. especially triggers between levels, which quake lacks.
For me the enemies AI is a major letdown and a reason I'd rather use Quake1 game with q3 maps. They are just bots for DM game with a single routine. You cant get interesting varied behaviour and distinctive enemy types out of them. Weapon balance could be issue as well.
Still would love to see some q3 sp maps.
Eraser, You Misspelled My Name.
#12 posted by deqer on 2013/05/16 10:19:20
My name is not dezer. It's deqer. And the map is not called "Carmack Tower". It's "Carmack Fortress"
Sorry Bout That
#13 posted by Eraser on 2013/05/18 10:40:44
Sorry man, auto correct spellchecker turned your name into dezer which I didn't notice. The map name is an error on my part. Should've proof read the thing before posting it...
That Eraser
#14 posted by spy on 2013/05/18 11:14:11
is it you behind the frogmods
just curious
_________________
there is a q3 src, there is a wolf 2001 (whatever),
i assume there is a lot a work to combine, but....
Frogmods
#15 posted by Eraser on 2013/05/20 08:59:03
Nope must be some other eraser. I've found it's not exactly the most original nickname ;)
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