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The Marcher Fortress - New Q1SP By Kinn
It brings me the most transcendent pleasure to announce the release of my latest Q1 map, The Marcher Fortress.

I appreciate all feedback, and demos are especially welcome.

Screenshots:

http://kinn.spawnpoint.org/maps/marcher01.jpg
http://kinn.spawnpoint.org/maps/marcher02.jpg

Download:

http://kinn.spawnpoint.org/maps/kinn_marcher.zip

With aguirRe's permission, I have supplied his engine executables inside the zip. Please read the readme before you start.
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^that would be #3 :-) 
Architectural Gulf 
Maybe I over-stated it.

I think that the architecture of Marcher benefited from the cohesion as well.
there are almost no thin walls, etc. everything is bulky and rounded, whereas in bastion there are more square angles and also thinner trim/walkways/decorations etc.

But I probably overstated it. I mean, both get 10/10 from me, so it's totally relative. 
Coop Broken ... 
Most engines have external .ent support (DarkPlaces, Quakespasm, Mark V, FTE, ... )

Marcher doesn't have coop spawns. Easily fixed by an external .ent file adding 3 more info_player_coop.

With coop 1, the silver key does seem to permanently disappear, I can imagine a trigger remove the silver key door thrown into an external .ent file could fix.

Anything else that prevents it from being fully coopable? I've cooped it a few times and haven't noticed anything that permanently blocks progress ... 
Reading Up ... 
Ok weapons don't stay either ... 
Don't Bother 
Coop is broken in the actual QC in worse ways than just a lack of spawns.

The lack of weapon stay is caused by my (often pointless) code "refactoring" which I failed to bother testing properly in multiplayer.

The monster and item spawning will also be totally wacky.

However, my current QC base has fixed all these issues, and when (if) I get around to releasing my current episode (lol), it will include coop-friendly versions of Marcher and Bastion.

It will also solve world peace and give you a soapy tit-wank. 
Code Request 
Kinn,

I was just reliving the glory days of this awesome release. Do you have a problem with me ripping a few of your monsters for my map/mod? Would it be possible to have your source qc files for your monsters?

I'll be waiting for your reply. (If you take too long I might just decompile the progs like I did for...oh wait I don't do that, it's too sneaky)

Over here mapping happy,
Qmaster

The castle will rise... 
No Problemo. 
https://dl.dropboxusercontent.com/u/61424391/benQuake2QC.rar

This is my current codebase. It reverts a lot of the cosmetic changes from marcher, so most sounds and gibs etc. are back to how they are in normal quake, but the marcher monsters are still in there.

This code is about 95% identical to the marcher code I believe - code I haven't really touched in 8 years, so to borrow a phrase from the Carmack, "there's probably a lot of embarrassing crap in there". 
Mr. Kinn 
i'm begging you to release something new for Q

depends on your free time and all that jazz though,

seriously 
You're Like Mike Bossy NYI Player 
if you get what im talking about 
Spy 
I'm working on something for quake, oh yes. 
 
kinn_curry_un.zip 
 
omg I wet my jean!!!

so awesomeeeeeeeeeeeeeeeee 
Thanks Kinn! 
 
/*Kinn's Code... 
is awesome.

//=========Commenting is phenomenal===========

//Here we congratulate Kinn for providing the
//best commented quake code ever;

//---------End comment------------------------
I'll be digging through this for ages, it's a gold mine!
*/ 
You're Welcome :} 
 
Sprites Transparency 
Kinn,

All your sprites have black instead of index color 255. There isn't any transparency to them. What's going on? How'd you get them to work?? The imps are shooting squares at me! 
 
Don't blame the mapper, blame Darkplaces. 
I'm Using Darkplaces... 
Unless of course you mean that only Darkplaces recognizes the pink 255 as transparent, which I know isn't true. But if they only work on Darkplaces, then, why aren't they working?

I have the .tga files in the directory and in the .pak file. I checked the tga files though and I don't see alpha channels in photoshop.

*shrugs* 
I Think What Spirit 
meant was the other way around:

The tranparency in Marcher is not supported well by darkplaces for reasons unknown to me. I have tried to run Marcher using darkplaces not long after its release, but seeing all those black edges around explosions etc, I reverted to using the exe files bundled together with the release. 
Qmaster 
The tga sprites use additive blending. This is how it worked in Darkplaces at the time of Marcher's release.

I cannot guarantee the map will render or work properly on any engine released since then.

It works in FitzQuake 0.85 - I'd recommend just using that. 
Late For The Anniversary... 
Secrets 
It might be worthy of note that I've literally stumbled into
all the secrets during the several replays: fighting an imp,
falling down during a battle, in midst of another using an
explosive weapon, and searching for alternative routes to
get back to a higher level...it felt like this might indeed be
the way it all was intended. 
 
...it felt like this might indeed be the way it all was intended.

sure, I'll go with that, thanks! 
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