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| Posted by Tigger-oN [202.134.241.213] on 2010/09/02 07:25:05 |
Yep, an Experimental Single Player Comp using the Q3A engine as a base.
There is no physical prize, just bragging rights.
Submission deadline is 3rd Dec, 2010. More details on ..::LvL
http://lvlworld.com/ |
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| Posted by necros [99.227.131.204] on 2010/08/29 03:29:35 |
Decided to make a news post this time since last time people missed it in the GA thread. It's basically a batch file maker to compile maps without having to type anything.
Download: http://necros.quaddicted.com/downl...
Setup info, if you haven't used this before: http://shoresofnis.wordpress.com/2...
Additions in 1.0.2:
-Supports skip tools
First, specify the tool's filename in the Folder Setup dialog. In the main dialog, you can check the box "SKIP" next to the QBSP checkbox. The skip tool will run right after QBSP.
-Supports pointfile copying and renaming.
Once your map has been compiled and generated a .pts file, you can choose File->Pointfile (Ctrl+P). This copies the newly generated .pts file back to the source folder so you can load it up in your editor.
Check the radio button in the Folder Setup dialog to choose between .lin or .pts extensions. .lin is for GTKRadiant which does not load .pts files. |
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| Posted by Orl [69.253.226.218] on 2010/08/23 21:58:19 |
After a year and a half of on and off working, my map is finally ready for release. Get ready for a journey through a broken down castle, flooded with water and lava, inhabited by over a hundred baddies.
The first part of the map may seem a little dull, climbing through the cave. But once you reach the castle itself is when the real fun starts.
All skill levels are supported. Hard is hard, easy is easy, etc. So if you play on hard, be prepared for a tough fight.
I have spent so much time and sweat into making this map look the absolute best it can possibly be. To make it not only look good, but play good. This map is more complex than anything I have ever built in the past.
Because of being such a large map, it pushes the boundaries and limits of Quake, so an enhanced engine is required to play. Fitzquake, Enhanced GLQuake, DirectQ, and Darkplaces should all suffice.
Map info such as vis time and construction etc can be found in the oms2.txt. The texture .wad is also included in the .zip
Thanks to my testers: Necros, =peg=, Polarite, Cortex and Rocketguy for their very helpful advice.
Thanks to Willem for his modified multithreaded vis tool.
Thanks to Metlslime for his newskip tool.
And finally, special thanks to aguiRe for his patience, tools, and skills, for without his help and dedication, this map would not have been possible. You rock man :)
The only thing left to do now is download and have fun! And as always, first run demos are appreciated :)
Screenshots:
http://qrf.mine.nu/~orl/oms2s1.jpg
http://qrf.mine.nu/~orl/oms2s2.jpg
http://qrf.mine.nu/~orl/oms2s3.jpg
http://qrf.mine.nu/~orl/oms2s4.jpg
Download: http://qrf.mine.nu/~orl/oms2.zip |
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| Posted by negke [88.70.56.173] on 2010/08/13 12:34:28 |
A small to medium-sized terracotta style level for SP and DM with classic gameplay, if not slightly nonlinear, and a few surprises.
For maximum convenience, it features an in-built skill selection room and there is also an additional alternative game mode ("Carnage") where you can blast through the map with all weapons and need to collect four keys for the exit door to unlock. I dare you to beat this on Nightmare! ;)
Screenshots:
http://negke.quaddicted.com/images...
http://negke.quaddicted.com/images...
Download:
http://negke.quaddicted.com/files/...
(the map source is available on the site, too)
First-run demos are appreciated. Have fun! |
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Website copyright © 2002-2010 John Fitzgibbons. All posts are copyright their respective authors.
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