Necros
#90 posted by Jago on 2005/01/13 20:27:37
darkplaces is a quakeworld client since when?
Since Always, Afaik.
#91 posted by necros on 2005/01/13 21:08:13
thus the funky physics and bugs that are present in quakeworld (ie: bunnyhop bug)
at least... that's what lh told me. O_o
Err
#92 posted by Jago on 2005/01/13 21:19:56
QW does not have a bunnyhop "bug", but DP does. I specifically asked LH what is the bunnyhop bug caused by and he told me that he has no idea.
Darkplaces...
#93 posted by metlslime on 2005/01/13 21:49:32
i'm pretty sure darkplaces is based on glquake, which is a netquake client. However, it's not impossible that lordhavoc has added support for the QW protocol, since he's cool like that.
Hmm...
#94 posted by necros on 2005/01/13 22:40:21
well, dunno. i'm just saying it like i remember it. :)
i was pretty sure dp was a qw based engine though.
Replies
#95 posted by Kinn on 2005/01/14 03:37:33
Once again, I'd like to thank you all for the great feedback; there are too many of you here now for me to thank individually, but rest assured I have read through these with a big smile on my face :)
Also, I'm leaving for the USA tommorrow (for the first time), and probably won't be visiting this board as frequently for a while (well, it depends on how soon I can sort out an internet connection).
Before I delve back into the mappery, I'm going to buy that beefy computer I've always wanted, catch up with some of the newer games (Doom3 is out, you say?), and maybe start learning about more generic modelling in Maya. It's too early to say whether I'll be doing a Quake 1 follow-up to this map, but rest assured, I'm far from finished with this series.
^_~
USA?
#96 posted by Lunaran on 2005/01/14 11:45:58
What part?
Lunaran
#97 posted by Kinn on 2005/01/14 11:53:39
Minneapolis. Bloody freezing there this time of year, I gather.
Freezing Indeed
#98 posted by ZBREAKER on 2005/01/14 14:33:48
No truer words were ever spoken...brutal there this time of year. Safe trip/good luck:)
Kinn
#99 posted by JPL on 2005/01/14 18:38:17
I've just finishing the level after 1 hour and half, just fighting to survive, in easy skill, using god mode sometimes.. What a level !!! Like all other guys here, I love this map... Castle architecture is impressive, etc... etc.. All you did in this map is simply... gorgious ... pfff Sincerily, you really build a pure piece of art... It's for sure the very best map I've ever played since Quake was released (since 1995 in fact..) Kinn, I will look forward for the next episode; and relase it as soon as possible please, I will not be able to live without the next one...
Thanks a lot for this excellent fighting moments you gave me..
Lunaran
#100 posted by starbuck on 2005/01/14 21:42:55
I was just trying to remember whether it was you who had an unfortunate run-in with a tour-bus while working on the architectural boat tour in Chicago. I took the tour myself a few months ago, but it was too short notice to ask you which company you were with, or when you worked etc. Not sure why I bring this up now, I guess something reminded me.
Spectacular Map
#101 posted by CETME on 2005/01/15 11:21:36
I got clobbered many times but loved it! Atmosphere, Textures, Architecture - all 10/10. Really liked the Blue Key Door, and I spent some time exploring - neat reservoir/dam, and the little moat - and I found both backdoors into the fortress ;) Really enjoyed the three dimensional aspects of the combat (climbed back up into the fortress for a better firing position a few times during the end battles).
Great map - very enjoyable experience!
Fantastic Stuff
#102 posted by than on 2005/01/15 12:34:50
bloody hell that was good. It's hard to believe that people are still producing such gems for a game that's 8 1/2 years old.
I only played on normal, since I haven't played quake for a while, but still found the map quite challenging. I loved all the new monsters, and the map itself blew me away. It was reminiscent of czg07 in ambition, and more than lived up to it by providing some of the most memorable quake gameplay ever.
I particularly enjoyed the bell tower section, although it did get a little crazy around there. Lots of edict related errors were occuring and I lost sound. I was playing with fitzquake, since I can make glquake look almost exactly like high resolution software quake using it :) The only problem was that when I reloaded the level after dying, all the lighting was fucked. I found that I could fix this by loading another map before reloading marcher.
Fucking fantastic work, Kinn! More please! :)
Than
#103 posted by necros on 2005/01/15 12:37:03
that's the skybox bug that messes up the lighting and not related to the map.
Necros
#104 posted by than on 2005/01/15 13:18:26
I assumed it was down to fitzquake.
man, I love fitzquake though. I am a fitzquake convert now. Winquake can suck my balls. Glquake isn't good enough to suck my balls, it can just fuck off and burn in hell.
Plus,
#105 posted by necros on 2005/01/15 13:19:36
with 0.8, that bug will be fixed. ^_^
#106 posted by Kell on 2005/01/15 13:42:59
*THUD*hint*THUD*
Secrets...
...only found 3 (Megahealth, Nails&HealthPack underwater, Pentagram) where the f is the last one? Should I look harder? Just went through it the nth time...
S3krits
#108 posted by mwh on 2005/01/20 11:51:46
when four of five somethings do something, look at the fifth :)
Rkan3&Myst3rious...
...I like it!
Superfluous To Add Any Comments Really.
#110 posted by Shambler on 2005/01/23 17:46:44
But an absolutely excellent map. Really superb in both design and gameplay, and plenty of inspiring moments to boot. New GFX and monsters were fine too. In fact the flying things were good!
There were a few minor detrimental things: New sounds were unnecessary/distracting, some areas could have done with easier ways "back up", and the odd texture thing.
Other than that, it was all spot on. Favourite bits were: the castle itself (and the way it was used through the map), the Shambler falling through the floor, the amount of knights coming out of the castle, the little room just before the circular room with the GK door (the curvature in this is lovely. And the final battle(s) which are a great example of how to have an OTT finale without bland arenas and tedious respawns - I spent a long time running around various angles checking out the best tactics for the finish. People should learn from that.
Errr...
Skill: 2
Time 1:10-ish
Kills: 384 / 384
Secrets: 3/4
Deaths: None
w3rd
One More Thing...
#111 posted by Shambler on 2005/01/25 02:59:27
That damned bell....very cool, really added to the atmosphere...."will someone stop that infernal clanging" etc =)
Yeah - Nice
#112 posted by Mikko on 2005/01/25 07:29:35
Fantastic map! The part in the beginning where you come out of the cave and see the valley with the castle in all its glory is awesome. Textures are good and the gameplay rocks - new monsters only spiced things up. And it's not too difficult - or even confusing. I don't remember getting lost at all. Took me about 40 mins.
Excellent
#113 posted by VoreLord on 2005/01/27 20:37:39
Nothing to say that hasn't been said, truly great and enjoyable experience.
The only problem for me was the fact that you had to (well you didn't really have to) use an engine that didn't have model interpolation,(I just can't bare to play without it) and the sound quality in said engine being lower than I'm used to (Sounds muffled etc). But after a few minutes, I went back to using nglquake, which ran it fine, some problems caused I think by the sky box and sound issues near the end, but I got my model interpolation and sound quality that I am used to.
Great job, look forward to the next
Vorelord,
#114 posted by necros on 2005/01/27 20:48:35
you could have used DP, which is fully supported and looks great for marcher. and it's got model interpolation. :D
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