I remember this deathmatch map that was made using WordPad: https://www.quaddicted.com/files/maps/multiplayer/daskull.zip
Can't remember the first SP map like that though.
There's this one https://www.quaddicted.com/reviews/shaft29.html ... where the author comments that it was built "using a tedious coordinates script", but I don't think that's the one we're thinking of.
Neither Of These
The one I recall was very small. Just a room with beams you could traverse.
From the daskull readme:
1 hour, 2 minutes to QBSP,LIGHT,& VIS on a p166 32megs'o'ram Win95
When picking up ammo, if ammo is for a better weapon you already have and that ammo had run out, do you want to automatically switch to that weapon?
Example: you run out of cells for your lightning gun and are currently using the nailgun, you pick up cells later...like 20min later in a Swampy sized map, should we automatically switch to lightning gun? (note that Quake doesn't do lightning gun if you are underwater nor does it switch to rockets)
Please note that this is original Quake's default.
Authoswitching Is A Bad Thing So
If I run out of nails but am using my SNG, I'd not want to switch back to the SG.
That was my thinking. Wierd how its that way by default.
is the autoswitch faster than manually changing weapons?
Dreamt Of A Quake Map
It was a fairly basic layout, just a series of rooms connected by stairs that kept going on deeper and deeper. The connecting stairs were always behind locked doors, and once you opened them there would be a big horde of monsters pouring from the other side, just like the big knight ambush in dm6rmx. It was clad in Koohoo textures and there was ample room to fight and retreat, as if every room was an arena of its own.
It was also AD apparently, but at some point a huge spider monster popped up and I audibly said "what the fuck is that?!" in the dream. I think Bal made that custom monster in my dream, the total dick.
It Was Travail And It Was By Negke And Daz Loved It!
Wait A Mo.
Even if it was by Negke, is Bal still a total dick?
Of Course He Is
Especially since all this spider jam talk will likely make him lose interest in his current maps and want to make start something new!
Spider jam....I could maybe throw together a vorific arachnaphobic mod for such an event after this halloween thing is over. Probly be able to base it on progs_dump to keep it simple.
Negke Released A Map Recently And You Didn't.
So, this guy comes up to me at work saying he had scrolled past the pages and pages of data in my excel file only to be greeted with this message:
"You're not supposed to be down here!
The ExcelLord smiles."
Made his day, I'd forgotten I stuck that in there like 5 years ago.
At 47 maps in 2018 so far, we're better than we were in 2017, with 46 maps released by the end of June.
That was on May the 4th, so almost half a year to the day. We're at 147 maps now, meaning we managed to do 100 maps in 6 months.
Can That Fucking Spirit Please Upload The Missing Releases Already??!
Bring on the online outrage! Or RIP Quaddicted.
i've never seen as much enraged herr.negke as that
Just a temporary rush of frustration; a silly post that would have made more sense on Quaddicted itself. More enraged by otr who called me out on it right away!!i
Over on the Quaddicted forum Spirit has called for a "Weekend of Quaddicted's Future" where participants would help shape the next iteration of Quaddicted's database and web UI. You can get involved here: https://www.quaddicted.com/forum/viewtopic.php?id=622
Since the Quaddicted map system is old and broken, new releases never get added and I have too much control on the site:
How about we find a weekend some time this year to focus on the shortcomings of the site and grand visions / plans for the future? I have lots of ideas how a vastly different system could ensure that new releases are available in an instant, automated tools can become way more powerful, etc.
But alone it is not much fun to work this step by step.
Who would be up for some focused collaboration?
Participants with web development and data organization skills are encouraged to take part but anyone
with suggestions on how the site can be implemented creating a better experience are welcome!