Lunaran
#23 posted by inertia on 2006/10/13 20:58:43
Maybe...
#24 posted by . on 2006/10/13 22:54:00
People will properly texture most of the id levels now
.
#25 posted by necros on 2006/10/14 00:35:48
most (all?) id bugs were fixed in the quoth progs (ie: fish counting for 2 kills).
obviously though, if you guys don't want anyone to see these cheat catching code fixes, then you won't want them in quoth, as we usually release the source code later on.
E2M6 + E2M10 = E2M6FULL
#26 posted by frag.machine on 2006/10/15 21:47:25
#27 posted by Trinca on 2006/10/16 01:42:43
hehehe u forget to add amo... :\ map is almost impossible if u dont find secret Quad :)
mas esta porreiro bom trabalho :)
Nice
#28 posted by Lardarse on 2006/10/16 02:01:58
One problem: I was getting an SV_PushMove error when I hit the first bridge switch. Entity #115 has an invalid modelindex 0
Hmmm
#29 posted by anonymous user on 2006/10/16 15:24:20
Lardarse: I'll check it later. TBH I just made a quick sp & dm test to see if something was terribly wrong, and also I didn't tested it with regular GLQuake. Thanks for the feedback.
Trinca: I didn't forget to add ammo, I just didn't dare to touch the map balance :D . I may try do it, but since I released the source with the binaries anyone can give it a try.
#30 posted by Lardarse on 2006/10/16 23:41:05
I tried it following on from the rest of episode 2, the way it was meant to be played. There's more than enough stuff that way. Esopecially if you find all the secrets, like I do...
QuArK Users Listen Up
#31 posted by Spirit on 2006/11/15 08:16:09
I had much trouble compiling any of the maps. Somewhen I remembered that I had ticked a box for "Don't write floating point coords to the map" in the options. Well, unchecked that (default is unchecked) and compiling works fine. Duh!
I Recommend
#32 posted by aguirRe on 2006/11/15 10:36:54
checking the "Use integral vertices" option as well (map options), it reduces floats in the map file and helps stabilizing builds.
So What's Gonna Happen?
#33 posted by rhY on 2006/11/30 06:03:43
Is somebody going to release a full package of GPL Quake (maybe darkplaces?), The GPL maps, and hires GPL textures?
It'd be awesome if we had a fully GPL quake to put in distros....
It'd be even MORE awesome to have a fully GPL FPS based on all of that but the q2e engine instead....
Where do I follow a project like this, or does it exist already?
Thanks!
rhY
OpenArena Is Partially Doing It
#34 posted by Ferk on 2006/12/13 14:10:05
OpenArena is a 100% GPL clone of quake 3 and it is starting to port some of the quake 1 maps to the quake 3 engine.. although of course they are only playable in multiplayer.
#35 posted by Spirit on 2009/09/20 15:31:39
Carefully (and as sparse as possible) reworking the maps so you play end -> start and map 8 -> 1. Who else thinks this would be a fun idea and join the club? I am currently doing e2m3 backwards.
That's A Pretty Cool Idea
#36 posted by metlslime on 2009/09/20 23:26:53
So the intent is to do the minimum changes necessary to make the reverse progression fun and functional?
Awesome Idea.
#37 posted by Text_Fish on 2009/09/20 23:44:12
I'm playing with E2M7. It's interesting because the beginning and start are so close together, so I've had to make some fun changes to force the player to go the other way. I just have to realign some textures and replace the monsters and it'll be close to ready.
What's your thinking with regards to weapon/difficulty progression? Should the early maps be the hardest, with the most powerful weapons?
#38 posted by Ankh on 2009/09/21 09:46:26
I have heard that NahkahiiR is working on such conversions also.
Sweet!
#39 posted by Spirit on 2009/09/21 21:30:59
I haven't thought too much about it. Most fun might be if the weapon "pickups" were in the original order. It would make the first maps (8, 7, 6, 5) bloody hard with the weapons of the 1,2,3,... maps.
But easier would be to backpackhack strip the player and provide "the weapons you would normally have here" at the spawnpoint.
So far I am playing with the route, changed some targets, trying to re-use the existing things as much as possible. I have to think of something smart to disallow the player to just drop from the top floors into the lower areas (at least a bit). Here is a very early "conceptual" build, maybe it shows a bit of my vision about the backwards map: http://www.quaddicted.com/temp/e2m3_spirit_20090921.bsp
Stupid fucking QuArK does not let me edit textures when I use it with Wine. Bah.
In Fact...
..as it is, it's sorta like playing the same level in a 'scrambled' fashion... Something I used to love doing. I.e. running around the level to awake as much monsters as possible and then fight all the way back to the exit. I dunno if the backwards discovery of weapons can work well, though...
Nice Work Spirit
#41 posted by Text_Fish on 2009/09/22 20:16:48
I like the small differences, like killing an ogre to extend a bridge and stuff, although that didn't immediately strike me as obvious so it might be worthwhile establishing it by increasing it to three ogres and having "Only two more to go" type messages.
First time I played through I made the mistake of going down to the well of wishes and the secret level exit, where it's impossible to escape from if you haven't touched a trigger in the original progression.
My flatmate's setting me up access to his webspace so I'll upload my progress with E2M7 shortly.
One thing that's struck me throughout this process is just how messy the original maps are. There are so many leaks and wasteful brushes. I was almost tempted to entirely remake the level last night, but I think that would somewhat overshadow the intentions of the project.
In The Words Of Canderian Demons . . .
#42 posted by ijed on 2009/09/22 20:38:59
. . . join us
#43 posted by necros on 2009/09/22 21:02:43
has anyone ever tried combining all the maps (or at least all the ones in the same episode) into one giant non-stop killing map? or would there be too much overlap to get them to play nicely together...
Oh Btw
#44 posted by necros on 2009/09/22 21:08:03
is there an active download link for this anymore? the quaddicted one is broken now, as are the other two.
Sorry
#45 posted by Spirit on 2009/09/22 21:52:25
Spirit:
#46 posted by metlslime on 2009/09/22 23:02:12
another way to make progression work in a room where you enter from the top and exit on the bottom is to put buttons along the way down that open a door at the bottom, like e1m1 does. So you can jump down but the door will be closed.
Hm, Hopeless
#47 posted by Tronyn on 2009/09/22 23:52:26
I had a dream where I took the source for Gloom Keep and made an inverted "Masque of the Red Death" where instead of a giant outdoor area occupied by a stacked tower, Gloom Keep was at the bottom of a gigantic "funnel" that kept getting wider as the player ascended. Then I dreamed that started making indoor maps, but this was too unbelievable to accept and I woke up.
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