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Downlode Statisticals 
It seems that very few actually click the link to the file, or install, at least judging from the numbers on Twitter and ModDB. My latest map has been loaded down under 50 times, and my most "popular" unit Sonic Mayhem has a little over 900.

What's it like for the other Quakes? 
 
Probably because of problems running it and your underwhelming sales pitch, ie. "it will tear Q2 apart" and "it will not run in almost any client available". That's not gonna get you a lot of downloads. So much effort and then people can't play it. Sonic Mayhem was an awesome unit, complex but functional, in line with your previous maps. This latest one seems to be an exception. 
Community Has 
gone down a lot, both for Quake and Quake 2.

Also i have noticed that tastes have changed with the isolation and people do not download fan content as much as before and do things more instead. 
Honesty 
I have to be honest with the map. It was rather overambitious. Better to be upfront than dealing with all the complaints. Hiding anything is bad.

I see that maps re being pumped out for Quake+ though, so I thought it would have been better there.

I should look into statistics for my other maps. I don't expect triple digit numbers there either even if some have been out for a while, though. 
Mapper-player Ratio 
I also wonder what the ratio is like for map releases between mappers and players. It seems most people playing the maps also make them. 
Cocerello 
Not sure what you mean by Quake community activity having "gone down". The Quake Mapping Discord has a massive amount of activity and I assume tf is humming along as well. There are nightly multiplayer events in North America thanks to the US QuakeWorld Community. A group of modders are making LibreQuake. Tons of new maps in the news section here as well. I can't keep up with the releases myself.

For my part, I try to encourage mappers and modders to post here as IMO this is the place for "evergreen" Quake discussion and links. 
Dumptruck_ds 
I know, but as you say is on Discord: People on Discord/Whatssapp and similar ones only care about what happens in there and rarely click on links posted on those places, in this community and in any other and even more if a mobile was used, hence they won't get to see his map much.
The other facts you pointed out have nothing to do with his map being played or with Quake 2. 
 
I see that maps re being pumped out for Quake+ though

No, they're for Quake. 
Release For Dream Cast Quake ! 
 
Processing Central (jpdm2.bsp) 
Hi, here's my Quake 1 deathmatch map - "Processing Central" (jpdm2.bsp).

Map has a vanilla base setting, most weapons & pickups are available, it's best suited for 2 to 4 players (rather small). More info in readme.

Download:
http://www.quaketastic.com/files/multiplayer/maps/jpdm2.zip

Video:
https://www.youtube.com/watch?v=ioWAC5KCoz8

Playtested by Patrol (twitch: patrol1985) and 1 other guy in DM, and apparently, it was fun :) 
Meant Quake+AD 
Try And Get Some High Profile Streamers To Play Maps! 
That will get a little bit of traffic. 
Quakespasm Issue With "forgotten Valley" Mod In Linux 
I'm running quakespasm 0.93.2 in Linux Mint.
I have the full Quake 1 and mission packs.
I downloaded Quoth and Forgotten Valley mod (fv.* and lostv.*).
A video of a run through of the "Forgotten Valley" map on YouTube shows at the very beginning getting lava nail ammo, yet I only see regular nail ammo.
Also the 2nd secret room seems to be missing the floating,moving platforms that are needed to get across to the exit.
I've specified '-hipnotic -quoth -game lost +map lostv'.
Is there some issue with the '-hipnotic' implementation in the Linux port of Quakespasm? 
 
Remove -hipnotic -quoth and add -rogue instead 
@Teatime4188 
Maybe you saw my video on youtube. In my playthroughs i replace the nail-box models with lavanail-box models because i think the original/green nail-boxes are too similar to the shell-boxes and i always get confused by them. This way, if i see a green box far away i know its sheels and not nails :P 
Tribal 
Is this due to colour blindness?

Just interested - most of my siblings are colourblind, although I'm not.

If the current boxes are confusing I might change them up in my current project. 
An Item On My Todo List: 
"Steal ideas from Bal" 
:P 
"Learn the player model rescue swimming". 
:D 
Ammo stash left necron 
@ijed 
I'm not colorblind, i just think with different colors for the ammo-boxes it's easier to tell them apart in the middle of a fight. 
Fair Enough 
I've heard people say that players of Quake have special eyes, that can see more shades of brown than normal human eyes 0_0 
Quakespasm Issue With "forgotten Valley" #2 
Thank you for the suggestions.

I removed -hipnotic and -quoth, and added -rogue but that only resulted in the Quoth specific monsters not appearing. It was worth a try just to see if it helped. The README for "Forgotten Valley" specifies use of "-hipnotic" and "-quoth".

I don't mind if there's no lava nails, wasn't sure if that was someone's tweak though the idea had occurred to me.

The missing floating platforms however make passing through the 2nd and 3rd secret rooms impossible without the 'Fly' cheat.

I also tried "-rogue -quoth" which was no different than specifying "-hipnotic -quoth".

I might guess that such parameters as -hipnotic and -quoth should be appending to the loaded modules, but given the lack of the floating platforms which may be specific to Mission Pack 1 (not sure about that), I wonder if for the Linux quakespasm that instead of appending to the loaded Hipnotic modules that the loading of the Quoth modules is replacing what is/was loaded from Hipnotic. 
 
FWIW I played this with -quoth and had no issues completing it. Don't exactly remember floating platforms tho. 
 
Also: the use of "-hipnotic" was a thing that used to be required for playing Quoth in order to get some HUD behaviors. Not required in current Quake engines when playing Quoth stuff.

I played this with Quakespasm 0.93.2 on Linux. 
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