 That Just Means
#1 posted by RickyT33 on 2009/02/03 12:15:39
map floating in the void?
Never made one - I'd participate. Sounds like fun :)
#2 posted by Trinca on 2009/02/03 12:17:51
someting like my sm151 but bigger please :)
#3 posted by JneeraZ on 2009/02/03 12:35:22
That sounds interesting. A month to do a floating map then?
 Rules ?
#4 posted by JPL on 2009/02/03 12:48:25
Any rules definition before it starts ? As well as a clear target date ?
Please no more base pack fuzzy timeline please :P
#5 posted by JneeraZ on 2009/02/03 13:03:53
I would definitely be interested in participating. And yes, hard rules and deadlines plz.
Make sure we post specs as well. What a turtle map means, how big it should be, limits, etc.
#6 posted by Trinca on 2009/02/03 14:20:19
Max 2.500 brushes?
Id only?
one month?
start Counting when everybody is on the ship?(better wait one week to see who is in.)
 Sounds Good.
#7 posted by Shambler on 2009/02/03 14:56:06
Not that I'd participate, but I'd follow it with interest and enjoy the results.
I'd say keep the guidelines to a minimum, other than "floating in space", and the short list Trinca posted above.
One thing I would say, if it's Id only (which is a fair idea, a lot of maps rely on Quouth these days), then add a simple encouragement:
"Aim for interesting gameplay"
(I'd like to see how far people can push simple Id gameplay).
Oh, and I want negke to definitely enter :). As well as all you dudes of course.
#8 posted by Trinca on 2009/02/03 15:18:10
since my english suck hard...
i�m better at making maps then giving rules...
Willem and Ricky shoot!!!
 Well I Dont Know
#9 posted by RickyT33 on 2009/02/03 15:29:23
Maps must me submitted by the 15th March
Maps must contain no more than 2500 brushes
Maps must be for standard ID1 progs only
Maps must be of the coagula type >8)
#10 posted by Trinca on 2009/02/03 15:44:46
sounds good!
#11 posted by JneeraZ on 2009/02/03 15:49:11
"Maps must be of the coagula type "
Details plz. :) I wasn't around for the original. Does that just mean "floating in space"?
 Well Apparently ELEK Invented The Style
#12 posted by RickyT33 on 2009/02/03 15:56:51
Heres what he said in the last competition:
Coagula...
#8 posted by ELEK [24.50.194.71] on 2003/01/18 13:53:03
I would like to step in for a sec here and clarify something. Excerpt from the Coagula3 text file "The creation
of these levels follows in the same vein as that of the gameplay. The maps themselves are
an excercise in spontaneous creative impulse. I simply sat down and drew a quick sketch
of the map, found some textures that inspired me, and threw down brushes. Perhaps the maps
aren't as detailed as some of my other work, but the sheer impulsive creative energy that
went into these maps has inspired much of my other more polished work. For me these maps
stand as a testament to taking some risks and doing things that might not be the standard."
Essentially anything with a void beneath it, and dm starts, and a non-traditional theme-concept behind the construction would be a coagula style map. The key is quick....I think I spent about 2 weeks working each time. It might show in some cases....but that quick loose slapping down of brushes, was fullfilling. I guess I would say that I consider Coagula maps to be more like quick sketches one would throw down in their sketch book.
I don't know if that helps any of you....but I am excited to see the results of the contest. I really enjoyed the first go around.
Here's the thread:
http://www.celephais.net/board/view_thread.php?id=221
#13 posted by Trinca on 2009/02/03 16:01:29
i realy want this to go forward...
is one of my favorit packs :)
if this threath dont go forward i will make a map anyway :)
but thks god i�ve got two dedicated menbers in the boat!
 From What I Reckon
Floating in space, with a deathmatch-suited layout (the original Coagula map was originally supposed to be DM)
If enough maps are submitted, a start map might be useful (duh)
If the general consensus is "ID1 only" then fair enough, but Quoth has a bunch of stuff that wouldn't be out of place here (trigger_void which is a neater solution than trigger_hurt, hubs, void skybox, etc)
(I might actually shit out a map just for this, but don't hold your breath)
 Cool
#15 posted by than on 2009/02/03 16:09:08
just started working on getting the last 20% of apsp3 done, but I will enter if I have time.
 I Dont Have A Problem With Quoth Being Allowed
#16 posted by RickyT33 on 2009/02/03 16:15:10
 Sounds Good
#17 posted by starbuck on 2009/02/03 16:20:21
My map for the first one has almost finished compiling actually!
P.S. Thanks Elek
#18 posted by Trinca on 2009/02/03 16:20:45
i�m not a expert in quoth and i now only few commands but if everybody is up to, i must follow...
 Should Be Optional Maybe?
#19 posted by RickyT33 on 2009/02/03 16:25:40
To Quoth or not to Quoth?
Mapper's discression.
 Quoth
#20 posted by Zwiffle on 2009/02/03 16:53:05
I would like to enter this, but I have no idea how to set up my gtkRadiant for use with Quoth, so that would suck if it were required or optional.
Regardless, I think March 15th is too much time. I would say by the end of February at the latest. Also, to whom do we submit these maps?
#21 posted by Trinca on 2009/02/03 16:56:45
Zwiffle is also my biggest problem...
no .QrK file for Quark :| only .Fgd
#22 posted by Trinca on 2009/02/03 18:29:53
one of us, just a matter of decide with one... I don�t mind to do it... but as u guys know my English is not a powerful weapon(more like a boomstick)
let�s wait untill tomorow to see who is in and vote!
 OK, OK, Hang On A Minute:
#23 posted by RickyT33 on 2009/02/03 18:44:35
Lets just have a pack with some Quoth maps and some Id1 maps, all together in the same pack!
All will run under Quoth anyway, so it doesn't matter :D
Trinca - Zwiffle - Anyone - Make an Id1 map
Anyone - make a Quoth map if you want.
All maps will be accepted (?) :)
 Well
#24 posted by Zwiffle on 2009/02/03 19:27:16
If it's Quoth optional, and someone makes a Quoth map, then why not just make it Quoth-required? I would want to make a Quoth map if possible, I just can't figured out how to get it to work in Radiant.
Like I said, if Quoth were allowed it would totally short-change what I would want to do.
 So Does Radiant Use .def Files?
#25 posted by RickyT33 on 2009/02/03 19:33:02
I made my own .fgd file for WC.
Whats the format for .def files?
I just changed the classname of a feind for example to become an edie or a drole, the enforcer variants and rocket grunts were similar, and Im sure I could figure it out.
I mean IS is def files for radiant? What about Quark?
 Gtk
#26 posted by Zwiffle on 2009/02/03 19:53:58
As far as I can tell gtk can use .fgd files.
#27 posted by JneeraZ on 2009/02/03 20:00:06
FWIW, .def files are essentially just dumps of the comment sections that are above each class in the QuakeC source. Assuming the comments are up to date, they are incredibly easy to generate. And I wish the Quoth team would do so. :)
 Not As Easy As You Think
#28 posted by necros on 2009/02/03 20:23:23
because a lot of stuff doesn't have comments, so it's not actually a matter of copy and pasting.
in any case, this is the def i use for editing in qe3 (qe3 is .qc files, instead of .def, but format is identical)
http://necros.quaddicted.com/temp/quoth.qc
very likely there's stuff missing and/or outdated info. i usually don't even bother and just copy and paste whatever entity is close by and rename the classname. :S
#29 posted by JneeraZ on 2009/02/03 20:31:21
That's why I qualified it with the comments being up to date. If you don't have up to date class headers then it's pretty obvious that a complete DEF file is never going to happen.
 Yeah
#30 posted by Preach on 2009/02/03 22:01:28
Yeah, but what you're saying is "if the team wrote a def file, then there would be a def file". There's no benefit to the qc to write those comments.
#31 posted by JneeraZ on 2009/02/03 22:20:18
"There's no benefit to the qc to write those comments."
I can think of one : easy and painless generation of a valid DEF file whenever a new version of Quoth gets released.
#32 posted by metlslime on 2009/02/03 22:33:02
Yes yes, you're advocating that he keep the documentation current, to make it easy to release current documentation. He's saying.. the documentation isn't current because the documentation hasn't been kept current.
#33 posted by gb on 2009/02/03 22:36:45
taking some risks and doing things that might not be the standard
sounds good
 I Would Love To See Some Coagula Maps
#34 posted by nitin on 2009/02/03 22:45:06
with skyboxes.
#35 posted by JneeraZ on 2009/02/03 22:58:40
"He's saying.. the documentation isn't current because the documentation hasn't been kept current."
I know it's a touchy area for some coders but keeping the class header up to date is a fairly standard thing to do when writing code as part of a group. I know Quoth is a free project that's done because the group enjoys Quake and so on but still ... I think it would get used a lot more, and a lot more effectively, if the DEF file was simply released with each version.
The Quoth guys put together sample maps and a whole web site dedicated to the mod - yet can't keep code comments up to date when a new spawn flag is added? :)
Anyway, it's not that important. I just won't be using Quoth until I can work up the energy to piece together what I need from whatever scraps of info are available.
As far as this map event goes, I'm in!
 You're Missing The Point
#36 posted by Preach on 2009/02/03 23:10:09
There's no point talking about it like code comments, because there's no point putting it in the code, we might as well just write a def file if we're gonna write a def file. As far as I know, all of the quoth developers use worldcraft, so we're not going to be able to thoroughly test a def file in any case.
#37 posted by Trinca on 2009/02/03 23:25:11
ye, go replay the pack for inspiracion!!!
 Preach
#38 posted by gb on 2009/02/03 23:36:01
It's not my beer, but putting in the QUAKED stuff doesn't cost anything. As for testing, users will do that for you. Sorry for the OT.
 Fuckit - Id1 Then?!?!
#39 posted by RickyT33 on 2009/02/03 23:47:51
I really dont see why it matters if people make Quoth or Id1?
It should be up to the mapper surely :)
Somebody give me one good reason why we cant just have it up to the mapper. Mappers choice:
1 - All maps must be in by March 8th
2 - All maps must be limited to 2500 brushes
3 - All maps must be of the coagula style to be included in the pack
4 - Any mod you like!
5 - or die
 Hmm
#40 posted by nonentity on 2009/02/04 00:24:33
To maintain consistency within the pack so the maps can be played in sequence (possibly with a start map).
If I think of a second good reason I'll let you know (however, it seems unlikely given my current state ;)
 Sequence.
#41 posted by Shambler on 2009/02/04 00:29:02
Too complicated.
Just make maps. Maybe have a hub if anyone can be arsed.
Simpler is a lot better.
It's a good point about skyboxes tho. Would be nice. Surely fitz or something supports them??
#42 posted by necros on 2009/02/04 00:34:00
the previous coagula comps had a custom progs that would reset weapons for each map. (they had hub maps that linked them together, iirc)
#43 posted by necros on 2009/02/04 00:34:00
the previous coagula comps had a custom progs that would reset weapons for each map. (they had hub maps that linked them together, iirc)
 Awwww
#44 posted by necros on 2009/02/04 00:34:09
crap.
 Starbuck
#45 posted by Nynort on 2009/02/04 01:37:52
LOL, oh man, I'll be happy to play it after all this time. IIRC, it used Lunaran's green Doom3 textures.
 Nynort
#46 posted by starbuck on 2009/02/04 05:16:27
hehe that's the one! Well, not doom3 exactly, that map predates doom3 for sure. It also runs slower!
#47 posted by Trinca on 2009/02/04 10:48:59
the previous coagula comps had a custom progs that would reset weapons for each map. (they had hub maps that linked them together, iirc)
why a start map to reset?
type "map blabla" and all weapons are reset
start map = waste of time mapping...
 Suggestion
#48 posted by than on 2009/02/04 11:30:53
simple is best I think :)
*coagula style (void, dmstarts, sp)
*id1
*a start map (I'll do it if nobody else can be arsed)
*march 30th
I think it's best to not set any limit on the number of brushes, but a suggested max of 2500 might control people from going crazy and then getting bogged down and losing interest in the map after a week :)
Also, on top of that, I suggest that for consistency all maps should use a skybox, a cd track and the name when entering the level should be formatted in the same way.
Oh, and isn't there a way in id1 to reset weapons when starting a map other than using the episode gate? Maybe we could just use a hack?
 Sounds Good
#49 posted by negke on 2009/02/04 11:42:24
Except for the skybox bit. No Coagula-style map ever had anything else than black void. It should stay that way.
Resetting weapons and ammo is possible with a hack. Not sure about armor though.
#50 posted by Trinca on 2009/02/04 11:56:30
Skybox will put things a little weirdo...
Deadline 30 march is perfect... i don�t have much time to map so, i think is cool to have almost two month!
 Skybox
#51 posted by than on 2009/02/04 13:12:15
that's a good point actually, but maybe if we all set the skybox to void and put a black skybox in id1 the maps will run a bit better? Does id1 worldspawn even support skyboxes?
Whatever we do, I just think we should try and be consistent.
Oh, and include all source .map files too perhaps? It's always nice to know you have a safe backup of source maps ;)
 Hmm
#52 posted by nonentity on 2009/02/04 13:40:39
*a start map (I'll do it if nobody else can be arsed)
Actually, I was going to offer. Gives me an excuse/motivation to make something without requiring skill balancing (I can't play Q1 for shite compared to y'all) or frankly, as much effort mapping (been a while ;)...
Altho it'd probably be better as a hub (as Sham pointed out).
 Skybox Should Be Optional
#53 posted by nitin on 2009/02/04 13:55:38
I think it has good potential.
 Maybe I'll Participate
#54 posted by spy on 2009/02/04 14:15:28
not sure though
 How Do We Convince You Spy?
#55 posted by RickyT33 on 2009/02/04 14:22:31
#56 posted by JneeraZ on 2009/02/04 15:08:26
I like all the rules so far but Mar 30th seems pretty far away. Far enough away that people will lose interest and abandon their levels. What was wrong with Mar 8th which I saw suggested? A month seems more than reasonable for a map like this.
#57 posted by Trinca on 2009/02/04 15:11:07
Willem i dont map at home because i have very few time, so the time i have for mapping is just at launch time at work, but everybody want 8th i make map smaller no big deal.
Let�s just start something :)
I�m pretty sure i can make something proper in +/- 22 hours :)
#58 posted by JneeraZ on 2009/02/04 15:22:43
It's whatever the crowd wants. I'm easy. Just voicing my 2 cents and gumming up the works, as usual. Ignore me as you see fit. :)
#59 posted by Trinca on 2009/02/04 15:31:33
For me is also o.k ;)
 Ricky
#60 posted by spy on 2009/02/04 16:01:47
i have extremely lack of free time :(
 Timescale And Scale
#61 posted by Shambler on 2009/02/04 16:47:41
i make map smaller no big deal.
That's partly the point I think. And in this era, a welcome change from the big epic maps.
#62 posted by Trinca on 2009/02/04 16:55:05
ye, that�s why i call "turtle map"
no huge stuff please!
let�s respect what than advice?
 Final Rules:
#63 posted by RickyT33 on 2009/02/04 17:07:03
1 - Map must be submitted by March 22nd (heh)
2 - Map must be for Id1
3 - Map must be of the Coagula style (i.e. not overly detailed, abstract and floating in the void)
4 - Skybox is up to the mapper, although if a skybox is used it should be void-like
5 - Or Die !!!
 Oh Yeah:
#64 posted by RickyT33 on 2009/02/04 17:09:59
.
6 - Map must be 2500 brushes or less
I think that Id1 will allow a skybox from the worldspawn
I think that a trigger_hurt with a high value will suffice for a trigger_void (only pitfall for that would be a pentegram, and who says a player isnt allowed to rocket jump back onto a map if they have picked up a pentegram)
#65 posted by JneeraZ on 2009/02/04 17:44:10
"Map must be submitted by March 22nd (heh) "
Day after my birthday. Nice. :) Works for me...
 Just Thought It Was A Happy Compromise
#66 posted by RickyT33 on 2009/02/04 17:49:57
hopefullly the impatient ones will be pleased its not March 30th, and the ones who are pressed for time will be happy its not the 15th.
You can never please everyone...
#67 posted by starbuck on 2009/02/04 18:27:38
3 - Map must be of the Coagula style (i.e. not overly detailed, abstract and floating in the void)
No major objections, but I feel the black void thing is enough to tie the maps together stylistically, and be in the 'Coagula' style. If people want to make a detailed map, or somehow make a floating space map NOT abstract, it's kinda pointless making that against the rules.
#68 posted by Trinca on 2009/02/05 10:47:26
So these simple roles are enough, or should we discuss more?
1 - Map must be submitted by March 30
2 - Map must be for Id1
3 - Map must be of the Coagula style (floating in the void)
4 - Skybox is up to the mapper
5 - Map must be 2500 brushes or less
Another question, does anyone offers to make a start map or do we skip that?
#69 posted by Trinca on 2009/02/05 14:45:56
since my time is very very short... i already start mapping, brushes respect all engines, mods and bla bla bla!
now please decide, i use use what u guys think is the best.
 Looks Good To Me
#70 posted by RickyT33 on 2009/02/05 15:25:43
I vote we use those rules for the sake of a good pack, and to start mapping already :)
#71 posted by JneeraZ on 2009/02/05 15:41:02
Agreed. Map!
 Already Did
#72 posted by Spirit on 2009/02/05 16:07:34
#73 posted by Trinca on 2009/02/05 16:11:36
than and negke any sugestion?
or u guys also agree?
#74 posted by Trinca on 2009/02/06 11:07:32
so Zlifle, negke and than are u guys in and agree or have any changes?
#75 posted by Trinca on 2009/02/06 11:08:35
just a small note:
my map will have > size and > quality then Zliffle
#76 posted by Trinca on 2009/02/06 11:31:24
another important question!
who will pack then all?
I make to many errors to compose a .txt please free me of this issue.
#77 posted by Trinca on 2009/02/06 14:30:53
soooo the list is!?!?!
Spirit
Zwiffle
RickyT23
Trinca
Than
Willem
nonentity (start map?)
onetruepurple (are you in?)
negke (are you in?)
meltslime can u change topic please?
Topic:
Coagula Contest 3 Turtle Map Event.
Rules:
1 - Map must be submitted by March 30
2 - Map must be for Id1
3 - Map must be of the Coagula style (floating in the void)
4 - Skybox is up to the mapper
5 - Map must be 2500 brushes or less
P.s-> Go map please!
 Count Me In Too
#78 posted by spy on 2009/02/06 14:56:23
maybe/ if i'll get enough time
#79 posted by starbuck on 2009/02/06 15:09:54
meltslime can u change topic please?
Topic:
Coagula Contest 3 Turtle Map Event.
I like the '?', it adds an element of mystery. Count me in too, about time I actually opened an editor.
#80 posted by Trinca on 2009/02/06 15:14:41
welcome a board
Spy and starbuck
 Im In
#81 posted by rudl on 2009/02/06 15:59:08
please edit the first post
#82 posted by negke on 2009/02/06 16:29:57
The more people say they enter, the fewer maps there will be.
#83 posted by Trinca on 2009/02/06 16:39:49
i can garantie you one thing I WIL MAKE A FUNKING MAPS AND WILL BE BETTER THEN ZLIFLE
;)
#84 posted by Trinca on 2009/02/06 16:40:25
FUCKING BOOZZZZE MAKE ME WRITE WORSE THAN I ALREADY WRITE...
#85 posted by JneeraZ on 2009/02/06 16:42:50
"The more people say they enter, the fewer maps there will be."
I guess because people who get behind will think, "Well, there's a bunch of other guys doing maps so they won't miss this one" and give up?
 Think Positive
#86 posted by rudl on 2009/02/06 16:46:44
 I'm In Too
#87 posted by ericw on 2009/02/06 16:59:25
Sounds good, I love coagula style maps.
 Little Offtopic Here
#88 posted by spy on 2009/02/06 17:15:44
i can garantie you one thing I WIL MAKE A FUNKING MAPS AND WILL BE BETTER THEN ZLIFLE
as opposite of the title of rpg's dm map
/me Votes Trinca for World Domination
 Hmm
#89 posted by nonentity on 2009/02/06 19:00:43
Yeh, I'll do the start/hub map. It gives me something to distract from Ableton making me cry...
#90 posted by JneeraZ on 2009/02/08 13:14:50
I like the brush limit. As I'm working on this level, I find myself looking for shapes that can be represented with single brushes. I've been merging brushes like crazy! :) Probably too much, actually, but I like the mental divergence from just throwing brushes in everywhere.
 Hmm
#91 posted by nonentity on 2009/02/08 14:34:28
The 100 brush competition was before you time (or after, you get my point ;) Willem, but that was the intention behind that one. It made designers think about saving brush counts in a similar (in fact, slightly more extreme) way...
Result pack is still up on Aard's site afaik, you should have a look see.
 Hmm
#92 posted by nonentity on 2009/02/08 14:44:53
 Fuck It
#93 posted by ijed on 2009/02/08 15:17:07
I'm in as well - just for a break.
 Ijed
E3M4 would be funky in a Coagula setting!
 Close
#95 posted by ijed on 2009/02/08 16:38:41
But in progress name 'The Swarm'
 Ijed
#96 posted by gb on 2009/02/08 22:45:27
You'll have to use id1 ;-)
I suggest magnesium against the cramps, but you'll have to cope with the trauma yourself :-P
 >:(
#97 posted by ijed on 2009/02/08 23:06:11
Grumble.
Expect alot of 'no spawn function for' and 'is not a field for'.
Just as long as it doesn't crash :D
 Hmm?
#98 posted by Zwiffle on 2009/02/09 00:08:09
This thing hasn't failed yet? I suppose I'm in it to win it (aka figuratively sodomize Trinca's "map".)
#99 posted by Trinca on 2009/02/09 11:36:51
if Zwiffle > noob than me is map < then mine
Zwiffle please do it!!! i love you and your maps ;) dont fail me.
 \o/
#100 posted by nahkahiir on 2009/02/09 12:53:11
I'm going to make something too. A plan is somewhat ready. No mapping done yet.
#101 posted by Trinca on 2009/02/09 14:49:48
guys please just dont make maps to big so we all can finish on time!!!
will be great to have more maps in a pack then in 2001!!!
:)
QUAKE LIVES!!!
2009 THE AWAKENING
#102 posted by gb on 2009/02/09 16:44:03
will be great to have more maps in a pack then in 2001!!!
O_o
indeed!
#103 posted by Trinca on 2009/02/10 13:29:59
ahhh another important question!!!
who will pack then all?
not me please...
me and the English language are not good :(
volunteers please?
 I'll Do It If Nobody Else Wants To
#104 posted by RickyT33 on 2009/02/10 13:51:24
Post on Func, QuakeOne.com?
I suppose I'll make a folder called "coagula3" and put the maps in "coagula3/maps", then zip it and post it on Quaketastic, and put links here as news and QuakeOne.com.....
Unless anyone esle wants the job :)
 Also
#105 posted by Spirit on 2009/02/10 14:03:45
Make sure that all filenames are lowercase.
And write a readme.
Who is gonna rate the maps though?
#106 posted by Trinca on 2009/02/10 14:04:17
ok, Ricky make the pack, sent to Spirit and he put in filebase!
:)
p.s-> already got 500 brushes!!!
 Lol
#107 posted by RickyT33 on 2009/02/10 14:07:18
I havent laid a single brush yet, but the map i have been working on for 16 days has got >1600 brushes :P
 Spirit
#108 posted by RickyT33 on 2009/02/10 14:08:51
The players :)
Serioulsy though, its a real shame that UWF and Tronyn arent making reviews anymore. Are they?
#109 posted by Trinca on 2009/02/10 14:18:29
Tronyn said maby 15 days ago in General Abuse that he was going to make some soon...
 Hmm
#110 posted by nonentity on 2009/02/10 14:20:00
All levels should exit to start.bsp (assuming this is going in it's on coag3 mod folder).
Any one give me a rough estimate on number of levels gonna need entrances for?
 Trinca
#111 posted by rudl on 2009/02/10 14:21:16
Already got 700 ;)
 RickyT23
#112 posted by Spirit on 2009/02/10 14:27:06
Great idea!
How about every player gets as many votes as there are maps and he/she can bundle them as wanted. Of course somewhat anonymously through some outsider.
I have ~50 brushes so far, but it will get a weird spirit map again anyways. :P
 Id1!
#113 posted by than on 2009/02/10 16:30:29
nonentity, since we are using id1, lets just put the maps in the id1 directory. We could use a naming convention like coag3_name and the start map could be coag3.
As for the number of entrances, maybe just make some kind of structure that is easy to add/remove entrances to/from? Prefab built start map perhaps? Whatever number is estimated will be wrong anyway, so just prepare to have to change lots of stuff on the submission date :)
 That Should Have Been...
#114 posted by than on 2009/02/10 16:31:24
id1/maps
 Truth
#115 posted by starbuck on 2009/02/10 16:35:40
than makes a lot of sense. Just recompiled oxymoron - what the fuck was I thinking when I made that? Nice lack-of-any-visblocking, asshole. Will try to get it running ok anyway.
I'm starting a new simple map though, hopefully this one turns out a little better.
 That Would Work
#116 posted by RickyT33 on 2009/02/10 16:36:10
too.
If we do it the other way then the player can start via the main menu.
I think we should use a mod folder IF a start.bsp is provided, otherwise just name them as Than suggests?
 Than
#117 posted by Spirit on 2009/02/10 17:09:59
That won't reset the weapons. Check the rmxpack thread for the same idea. ;)
People can always manually put the maps into id1/maps/ if they want.
 Ill Try Too
#118 posted by st3ady on 2009/02/11 22:23:47
we can only use vanilla quake textures?
 No,
#119 posted by necros on 2009/02/11 22:43:09
they just mean it can't require any mods to run.
 375 Brushes In...
#120 posted by JneeraZ on 2009/02/20 13:13:36
Yeah, not that much but I have yet to add detail. Where is everyone else?
 175
#121 posted by ijed on 2009/02/20 13:30:02
Same as you - only blocked it out - but it'll be a small map anyway.
 I Wont Start Mine Until The Current Map Is Fairly Complete.
#122 posted by RickyT33 on 2009/02/20 13:36:06
I will make one though, seeing as the deadline was so far away it will be no problem :)
#123 posted by Trinca on 2009/02/20 13:37:04
535 brushes but i�m not having much time :( lots of work at office and at home my smaller kid is sick :(
thks god the deadline is in end of march... :)
real life is eating me alive!!!
 Re: Reviews
#124 posted by Nynort on 2009/02/20 13:38:10
haven't had the clearing from UWF to do this yet, but he's not too involved these days, so it's worth checking out to see who's out there. It's a very self-regulating community now. Is there anyone (and UWF has said nothing yet) willing to take over the html aspect of UWF's site? I'm willing to do reviews, if not all that often (once or twice a month). Basically every q1sp since UWF went away has been reviewed, except stark monstrosity, but UWF doesn't really have the time to update often (it's been a couple weeks since I sent them in).. so if someone volunteers, he might accept it.
#125 posted by JneeraZ on 2009/02/20 13:47:09
How is the site done? Is it all hand coded HTML or is there some sort of database driving it?
 Screenshots
#126 posted by spy on 2009/02/25 16:08:41
 Interesting Shots
#127 posted by ijed on 2009/02/25 16:17:22
I'm wondering if some bits are not built yet or going to be void - like the first shot, maybe having the bottom of the wall finish with broken or dislodged bricks.
 Looks Promising!
#128 posted by RickyT33 on 2009/02/25 16:29:27
Inside the archways should be the large green stone texture like the walls, rather than the small green brick one IMHO. You look as if you havent decided which yet :)
Good work!
 As Usual
#129 posted by Spirit on 2009/02/25 17:47:55
I am mapping and scrapping and mapping and scrapping and mapping and scrapping and mapping and scrapping and mapping and scrapping so I don't have a single brush yet.
 I Havent Started Yet
#130 posted by RickyT33 on 2009/02/25 18:02:19
But I will ;)
#131 posted by Trinca on 2009/02/25 20:32:18
mine is going very slowly :( my kid have been sick... fucking tooths :(
 Mine Too
#132 posted by rudl on 2009/02/25 20:41:31
And I won't have too much time in the next few weeks.
 But Here Are Some Shots
#133 posted by rudl on 2009/02/25 20:56:23
#134 posted by JneeraZ on 2009/02/25 21:50:06
Niiiice. Castle in the sky stuff is always neat. I especially love the terrain you're incorporating.
Here are some quick shots of mine. This is just the starting area but it's all I have done so far:
http://www.quaketastic.com/upload/files/screen_shots/Willem_Coagula_1.jpg
http://www.quaketastic.com/upload/files/screen_shots/Willem_Coagula_2.jpg
 Spy
#135 posted by gb on 2009/02/26 00:35:06
Classic mistake to use arches with that theme. If you want arches, use the small stones or bricks for everything, that works better. Or use really big stones and build "fake arches" like they used in Mykenai, ie two 45 degree planes topping off the doorway. As happens so often, I can't properly explain this in English because it's not my mother tongue.
So I have to use pictures.
http://www.travelpod.com/travel-blog-entries/karenmw/1/1214251260/tpod.html
Third possibility is to create an arch texture (similar to id's level end portals) and use that. I doubt that Quake has invented the real arch yet, though.
 Looking Good Guys!
#136 posted by Shambler on 2009/02/26 10:28:14
Keep it up, keep going, there's some nice looking stuff there, this should be an ace pak.
#137 posted by Trinca on 2009/02/26 11:36:16
mine is not big enought for shoots :\
 �
#138 posted by Spirit on 2009/02/26 12:15:44
 Quoted For Truth
#139 posted by negke on 2009/02/26 17:18:02
Trinca: "mine is not big enought for shoots"
 As For My Map
#140 posted by negke on 2009/02/26 17:22:55
It's three towers and a haggis in the middle. Brown bricks, lies hard on the stomach. Truly Scottish. Very un-Scottish in terms of brush count, though. That limit was a silly rule anyway.
#141 posted by Trinca on 2009/02/26 17:37:08
negke was for those that always make maps to fucking big and never finish stuff on time!
peace!
I�m having lots of work at my job and at home is almost impossible to map, but i will delivery mine.
 Re: A While Ago
#142 posted by Nynort on 2009/02/27 09:34:30
I think UWF's site is just html, no database or anything.
fired off another email this monday - it's coming up on a month since I sent the reviews. If someone volunteered to take over the site - or even reform it and move it to quaddicted - I'm sure he'd agree. I'd provide reviews, as always.
#143 posted by Trinca on 2009/02/27 11:18:52
if quaddicted already got a map discretions why not add the full review also in the discretions?
i think quaddicted is a fucking great effort from the community especially from Spirit and negke(sorry many others that also gave lots of help), why not put reviews there also?
P.s.-> negke map is already kind of big but the outside is a pretty mess, next week i will gave you guys some pics for sure...
P.s2.-> love you all, bye
 Idea...
#144 posted by JneeraZ on 2009/02/27 11:30:44
I'd be willing to host a review blog where people could review Quake levels. I could oversee it and have submissions come to me for formatting purposes before posting. Quake levels don't come out so frequently that it would be a huge burden.
I have a few domains that might work for this. For example, I have:
http://ifitbleedsyoucankillit.com/
Which seems like a Quake-ish type URL. I could throw a Wordpress blog on there and we're off.
Or we can wait for UWF to get back to Tronyn which shouldn't be taking so damn long.
#145 posted by Spirit on 2009/02/27 11:37:52
Trinca, we were laughing about your tiny PENIS. ;-)
I dunno about adding them to the Quaddicted map pages. It is a rather different approach and I want to stay "short". And just adding a link wouldn't do it justice (those links are already there, thanks to erc).
If you'd like to move the site's hosting over to me (underworldfan.quaddicted.com or something), I'd be honoured.
I would volunteer to update the site for you anywhere! It's such a great resource. But only if I was allowed to change (or add) all the file links to Quaddicted (well, non-Fileplanet), that always bugged me so much.
#146 posted by JneeraZ on 2009/02/27 12:01:46
Go Spirit! :)
#147 posted by Trinca on 2009/02/27 12:37:30
Spirit i think you want a pic from my penis, you dirty bitch... :\
P.s.-> Sorry but i just love you from what you have been doing with the community not in a gay way :) calm down!
#148 posted by gb on 2009/02/27 13:30:14
Um, must the map support singleplayer?
#149 posted by JneeraZ on 2009/02/27 14:10:22
The rules don't specify which mode the maps needs to support but that was my impression - that this was an SP map pack.
#150 posted by gb on 2009/02/27 15:24:55
OK, I'll contribute a map, too.
 Hi!
#151 posted by reviews.quaddicted.com on 2009/02/27 18:10:22
#152 posted by JneeraZ on 2009/02/27 18:12:31
Awesome!
"You don't have permission to access / on this server."
When will it actually be live?
 Backing Out
#153 posted by ijed on 2009/02/27 18:41:47
I'm going to post my map + wad as is (wip) here tonight.
It'd be nice to finish but maybe someone has a use for the scrap - RQ is taking all my time atm.
175 brushes (yes, no progress) a handful of enemies.
 ^ That Wasn't Me.
#154 posted by Spirit on 2009/02/27 18:48:42
ijed, ooh, I might do (maybe maybe).
 Space Theme
#155 posted by ijed on 2009/02/27 18:52:55
With floating junk.
 Oh
#156 posted by ijed on 2009/02/27 18:55:16
And a load of blocky brushwork of course.
 And
#157 posted by ijed on 2009/02/27 23:38:22
#158 posted by gb on 2009/02/28 11:32:42
Haha, should have told me 24 hours earlier :-D
Mine is mostly finished, apart from actual monsters. I threw it together in a mapping fit last night. Now to polish it. The ending is still missing, too.
Ebon Fortress theme. I need the practice.
 Go Gb.
#159 posted by Shambler on 2009/02/28 12:59:28
 Yeah
#160 posted by gb on 2009/03/01 15:00:16
Vanilla Quake = massive spawnroom building sessions, cascaded trigger_relays, and error messages like "killtarget X is blocking target Y"
Yay for id1
#161 posted by gb on 2009/03/02 11:05:52
What was the trick again to give the player full ammo when he picks up a weapon?
 Multiple Spawning With One Teleport
#162 posted by than on 2009/03/02 12:39:10
I used a trick in apdm3 to spawn a lot of knights near the end by using a little trick I developed because I couldn't be bothered to make 8 or 10 or whatever teleporters to spawn them.
If you create a tall spawn room with a thin teleporter at the bottom and stack the enemies on top of one another so that only the bottom monster is touching the teleporter you can teleport them in (obviously always to the same location) in the sequence they are stacked.
It's a good trick for ambushes but you need to trigger the next monster in the stack to wake up before you trigger the teleporter or it won't drop down into the teleporter.
Anyway, if you want to save on entities and hassle for big ambushes and think this might work, then it might be worth having a look at the map source (included with the bsp) which is available here: http://than.quaddicted.com/files/apdm3.zip
if you are that bothered about the monster wake up sounds, you could always have a small hidden door located near the teleport destination that is triggered as the monster spawns and uses the monster's wakeup sound as its move sound. Bit of a faff of course, and not worth it if you have fewer than 3 monsters.
 Wow
#163 posted by gb on 2009/03/02 13:48:51
Pretty good idea Than. Thanks for the tip.
Id1 hordespawn :-)
 Architecture 99% Is Done
#164 posted by spy on 2009/03/05 19:28:24
 Spy:
#165 posted by RickyT33 on 2009/03/05 21:57:48
Looks like its gonna be good ;)
See underneath the gun in the first shot there is a brick texture which is aligned to the world. In WC3.3/Hammer you just highlite it and click "to face" and the problem is then just to align it on the x and y axis :)
A few more details wouldn't kill, like the ceiling in the third shot.....
Damn I was rhinking of doing mine in Mid-evil.......
Maybe metal :D
 Ricky
#166 posted by spy on 2009/03/05 22:15:50
whats the difference between align to the world and align to the face?
 Think About A Rubik Cube
#167 posted by RickyT33 on 2009/03/05 22:41:30
It has 2 faces on the x plane, 2 faces on the y plane and 2 faces on the z plane. If the squares represent a 3x3 pixel image on each face then fair enough. But imagine you make a diagonal cut through the rubix cube (diagonal on only one plane, mind) and look at the new faces created through the split, if they were aligned "to world" then they would have to be stretched across the face in order for the boundaries of the pixels to still be lined up to the same pixel edges as the "straight" pixels on the cubes external faces. If you then made these new stretched faces aligned 1:1 to the face then there would be parts of more then nine pixels visible on the face because the face itself is technically wider than the original 6 faces on the outside of the cube.
Anyone got a less confusing way of explaining it then be my guest!
Hope this helps :)
#168 posted by RickyT33 on 2009/03/05 22:44:35
..imagine if you got a honeycomb and cut though it diagonally. Then you dipped the sliced honeycomb in ink and made a print from it. The hexagons of the normal honeycomb would be stretched across one or two planes.
Or if you get a round pipe and chop it diagonally, the split would be an oval shape rather than a circle.
#169 posted by metlslime on 2009/03/05 22:57:35
...start with two halves of a grapefruit. Now imagine taking the peels from both halves, and overlapping them to create a sort of saddle shape. If you cut this saddle shape parallel to the inclination of the sun, you will see that the cross section of the grapefruit pieces becomes longer, while the bowl of the saddle becomes narrower. The top of the first peel is aligned to the back of the second peel. Four Earth Quadrants simultaneously rotate
inside 4 Time Cube Quarters to create four
- 24 hour days within one Earth rotation.
 Projection
#170 posted by Preach on 2009/03/06 01:22:58
The technical term for what's going on is projection, and it's a good word, because it suggests an easy analogy to what's happening. When you apply a texture, imagine that it's actually being displayed on the surface by a movie projector(*) - you could say it's being projected!
The difference between "world" and "face" is then a matter of thinking about the direction that the projector is projecting from.
The easier case understand one is "face". In this case, the projector is positioned to project straight onto the polygon in question. The beams of light will all be running perpendicular to the surface of the polygon. This is good at preserving the scale of the texture, reducing distortion.
In the case of "world", there are only 6 directions that the projector can face: North, South, East, West, Up and Down. The map compiler looks in the direction perpendicular to the surface, and decides which of the projectors is closest to facing in that direction. It gets a bit stuck in the case of a tie, and just chooses one of the directions. You can see this occur in your first screenshot, where the surface is cut at 45 degrees in 2 planes. The same projection direction is chosen for it as the surface to its left. This is why the textures align, but get skewed across the middle polygon.
"world" projection is useful for preserving alignment, but only some of the time. If you make an archway which goes from horizontal to vertical, and align the textures inside it to "world", then you should be able to spot a cut-off point between two polygons where the projection direction switches from "north" to "up". A misalignment will usually occur there.
Hope that explanation is of some use to you.
(*) Technically, you also need to imagine that the projector is very very far away from the surface so that you don't have to worry that the beams of light from the projector to the polygon would not be parallel in real life.
 Fuck Dude
#171 posted by RickyT33 on 2009/03/06 02:46:35
 ROFLMAO
#172 posted by RickyT33 on 2009/03/06 02:48:34
crying, it hurts, it hurts, oh please make it stop /n
but seriously. fuck dude
 Oooohhh,
#173 posted by spy on 2009/03/06 05:50:32
thanks guys
 I Am Proud Of Myself
#174 posted by Spirit on 2009/03/08 19:18:36
as I did about 20 brushes earlier today. Hooray!
http://f.imagehost.org/0984/spirits000000.jpg
I guess I'll end up with a 100 brush sightseeing (dm) map.
 What Is Rendetring That Image?
#175 posted by RickyT33 on 2009/03/08 19:31:22
Is that you editor 3D view? If so what editor is it?
Also I too have now laid some brushes! :) 40 so far.... (w0w)
 Mine Almost Completed
#176 posted by spy on 2009/03/08 19:36:22
i'll need betatesters soon...
#177 posted by gb on 2009/03/08 19:41:44
Mine doesn't really take advantage of the void theme, it's more like a normal id-style map floating in the void. I noticed everybody builds some sort of platforms first, hmm, I pretty much built the walls first and filled in later...
I tried doing some things gameplay wise that didn't work out, partly because the idea wasn't very good and partly because of technical reasons. I would very much like to code my own progs for this, but it's not going to happen. What remains is just a rough indication of what I wanted to do.
My scale also got out of hand, and is pretty hard to fill with standard id monsters. They work best in really cramped places. You can sneak up to Vores and shaft them before they notice you... :-/
Like with most RMQ maps, there is the problem of huge singleplayer scale being bad for deathmatch. You've got to run around a lot until you get to frag someone. There are solutions, but in this particular map it's a bit awkward.
My motivation is pretty low as a result. I want to finish, that's pretty much all.
Lessons learned, though.
 Spy
#178 posted by gb on 2009/03/08 19:43:59
I'll test anything people send me.
j.nicolaisen@gmxNOSAPM.net
 Ok
#179 posted by spy on 2009/03/08 19:55:42
i hope to finish it next week, and i'll send you complete version
 I'm Up For Testing, Too...
thesilent96-at-gmail-dot-com
 Ricky
#181 posted by Spirit on 2009/03/08 21:36:24
That's just Darkplaces. Looks the same in any other nice engine (with 24 bit texture support) though. I mapped with Blender, loving it.
 Progress
#182 posted by Spirit on 2009/03/09 21:41:37
#183 posted by Trinca on 2009/03/10 11:06:24
 I Guess The Pak Is Delayed :)
#184 posted by spy on 2009/03/10 11:13:07
trinca. those shots are feckin' beautiful :)
#185 posted by Trinca on 2009/03/10 12:47:20
thks Spy ;)
i think i can beat the deadline... i�m having more time now... but the start was hard :|
#186 posted by gb on 2009/03/10 13:06:18
Trinca: Proof that brown works best in games (also, tried and true theme) ;-)
Spirit: Going experimental visually?
What's the deadline again?
#187 posted by gb on 2009/03/10 13:09:10
Oh, and does this have to be a pakfile? That would remove the possibility to play it in a mod, which I would like to strictly oppose.
#188 posted by JneeraZ on 2009/03/10 14:33:58
It's due at the end of the month, isn't it?
 Gb
#189 posted by Spirit on 2009/03/10 14:51:44
Yeah, I always liked that.
End of the month, it's somewhere up in the thread.
It does not need to be a pak, but for the weapon removal through the start map it needs to be in its own folder. You could always copy or link the files to a mod or id1.
 March 30th Still AFAIK
#190 posted by RickyT33 on 2009/03/10 15:07:36
Which is alarming because mappers block has me in the grip of its cold icy fingers.
But I wont let that stop me. There will be a map! From me. On the 30th.
#191 posted by Trinca on 2009/03/10 15:08:36
31th RickyT23
#192 posted by spy on 2009/03/10 15:14:19
32th Trinca :)
 Yey!
#193 posted by RickyT33 on 2009/03/10 15:16:08
Another Dey!
 Base Pack Syndrom Is Back
#194 posted by JPL on 2009/03/10 15:46:59
... though.... ;)
#195 posted by Trinca on 2009/03/10 15:49:36
JPL STFU... and go map!
u black cheep
#196 posted by Trinca on 2009/03/10 17:20:51
deadline is set... who didn�t make it release seperated... no big deal!
 Beta Testers Needed
#197 posted by spy on 2009/03/10 17:59:24
any volunteers ?
#198 posted by Trinca on 2009/03/10 18:15:44
bring it on!
my email is in my info!
 Here, I Am Spy!
If you want....
#200 posted by spy on 2009/03/10 21:40:16
Here, I Am Spy!
check your mail
#201 posted by Trinca on 2009/03/14 21:52:33
#202 posted by JneeraZ on 2009/03/16 11:22:45
Looking good, Trinca! I've not started placing monsters yet but I'm approaching 1,000 brushes now. It turns out 2,500 was actually pretty generous. :)
 Screenshot
#203 posted by RickyT33 on 2009/03/17 04:15:38
 Ricky
#204 posted by spy on 2009/03/17 05:38:31
finally something none base from you :) i like those breaking parts
 Hmm
#205 posted by nonentity on 2009/03/17 11:02:33
Nice Ricky. Looks like an updated version of E1M5 (which was always my favourite original map).
On an unrelated note, finally tried out fitz 0.85 to check the level number (leave me alone, I haven't played the original maps in a while ;). The intel GMA loves your optimisations metl...
 Trinca
#206 posted by spy on 2009/03/17 11:25:10
thanks a lot :) it was fun to watch
 Spy, You Got Mail...
Right on time.
I'm amazed by my precision!!!
;)
Hope it's useful...
 The Silent
#208 posted by spy on 2009/03/17 16:55:50
thanks
#209 posted by Trinca on 2009/03/19 11:03:27
So we are almost in deadline!!!
Who thinks it can finish until 31 march?
I will got mine already made!!!
Don�t forget sent all the maps to trowbridge.richard@googlemail.com
And Ricky will pack then all, and sent then to Spirit upload and make text ;)
God bless you all and keep the good work!
#210 posted by JneeraZ on 2009/03/19 11:10:54
I'll try. I have a decent base to work from I just gotta get into high gear...
#211 posted by Trinca on 2009/03/19 11:23:31
My map isn�t what I wanted to be... but past month and this one were really short for mapping: \ so I�m going to delivered what I had time to make.
 Im On Course
#212 posted by RickyT33 on 2009/03/19 11:24:07
I guess! I've done 1400 brushes, and in my head I have planned out the rest, so I shouuld be able to get it done for the end of the month! :P
#213 posted by JneeraZ on 2009/03/19 12:33:47
Man, I wish I had more time to sit and map. It's such a great hobby but there's so little time for it - and I don't even have kids! I don't see how people with kids find time to do anything at all.
#214 posted by Spirit on 2009/03/19 12:55:15
I won't make it. As usual my imagination is far beyond my skills and Quake's capatibilities. My mapping habit of one hour per week is a BIT slow... And mapping mostly in Blender is kinda awkward as I have no idea how to get textures in there...
#215 posted by Trinca on 2009/03/19 13:46:49
Willem i map at work ;)
At home is impossible, any inspiration you may found the kids blow with screams :|
 Haven't Had Any Time
#216 posted by than on 2009/03/19 14:43:10
been crunching at work (nearly over) and very unlikely I will be in the mood for mapping when it's over because I had a minor hernia from sitting in front of a computer too much :/
#217 posted by Trinca on 2009/03/19 15:01:49
pack will be out anyway even if it have 2 or 3 maps!
than and other�s we understand, that�s the way life is... i was about to quit to, but my boss took vacations... ;)
i can map more then 1 hour :) so i will have a map!
#218 posted by spy on 2009/03/19 16:33:56
#82 posted by negke [88.70.244.35] on 2009/02/06 16:29:57
The more people say they enter, the fewer maps there will be.
 Heh
#219 posted by negke on 2009/03/19 17:07:56
See?
Also, don't forget the VIS time - with such maps, it might exceed the deadline easily.
My map needs another room or two as well as complete lighting and gameplay. I can resume working on it next week (after a forced five-week break). Fingers crossed.
Too bad some of you can't make it. I would've loved to see a map from than especially. Spirit, on the other hand, should've spend less time practicing QL to pwn me and more on mapping. ;)
 I Think I'll Finish Mine On Time..
#220 posted by ericw on 2009/03/19 17:20:39
It's about half done, but it's small and I have the rest of it planned out. I'll post a screenshot later :)
 So:
#221 posted by RickyT33 on 2009/03/19 18:48:37
Trinca
Willem
Me
Spy
Negke
ericw
Gb?
Thats 5 - 7 entries! Not bad :)
 My List Was
#222 posted by spy on 2009/03/19 19:34:26
ricky
trinca
willem
gb
ijed(out)
than(out)
starbuck
zwiffle
negke
spirit(out)
rudl
nonentity (start)
ericw
nahkahiir
st3ady
spy
#223 posted by Trinca on 2009/03/19 21:45:49
spy can i sent you my map for beta?
 Hmm
#224 posted by rudl on 2009/03/19 22:56:35
mine won't be big, because I have an exam tomorrow and a lot of other stuff to do.
statics suck :(
#225 posted by Trinca on 2009/03/19 23:37:10
rudl mine isn�t big also... at least we made something ;)
you should be proud!!!
 Thats True
#226 posted by rudl on 2009/03/20 00:20:41
 Trinca
#227 posted by spy on 2009/03/20 03:42:48
sure
#228 posted by Trinca on 2009/03/20 15:41:04
ok, big thanks to my boss that is in vacations!!!
finish the map today! just need some fixes here and there ;)
 I Got Two Questions
#229 posted by spy on 2009/03/20 16:12:17
trigger_changelevel should be linked with map start? and what should be the map name? mine would spycoag3
#230 posted by Trinca on 2009/03/20 16:28:54
i linked to end.bsp :)
spy you got mail!!!
 Well
#231 posted by Zwiffle on 2009/03/20 19:33:59
I started a map, but then lost interest, but since I've got ~ a week or so off of work I might make a small turtlemap out of what I've got. It won't be good, but it should be better than nothing I might think.
#232 posted by spy on 2009/03/21 06:17:26
who will make start map?
 Hmm
#233 posted by nonentity on 2009/03/21 09:11:09
#234 posted by JneeraZ on 2009/03/21 10:16:00
I dreamed that it was the 30th last night and there was no way I was getting my map done on time. Good times.
 Trinca.
U got mail.
#236 posted by JneeraZ on 2009/03/21 12:22:09
Won't his email program tell him that?
 No
#237 posted by ijed on 2009/03/21 14:15:14
It's Portuguese.
 Same As
#238 posted by ijed on 2009/03/21 14:16:25
My English version of Google is erratic and crashes constantly on friday nights.
 Gmail I Mean
#239 posted by ijed on 2009/03/21 14:16:35
#240 posted by Trinca on 2009/03/21 16:57:49
zomggg ijed you are learning my friend!!!
almost everyone write Portugese
but you wrote is nicely man you rock... you already can come live in this heaven
Willem I honestly didn�t like you much in the early day I meet you... but you rock man big hug!!!
 OK
#241 posted by gb on 2009/03/21 17:11:27
I've been taking some time out for something unrelated, but I will submit a map. It won't be very good though, as I said, I lost my mapping impulse after my stuff didn't work out. So the deadline for sending it to Ricky is the 31st?
#242 posted by Trinca on 2009/03/21 17:26:31
yes, and Spirit will make text and upload in 1st aphil
 1st April
#243 posted by spy on 2009/03/21 19:04:09
no way :)
 Shot
#244 posted by ericw on 2009/03/22 01:26:57
Here's a screenshot:
http://www.quaketastic.com/upload/files/screen_shots/coag3ericw.jpg
Still have to complete the area past the archway on the right, and polish the rest.
 Nice
#245 posted by Nynort on 2009/03/22 02:25:03
I like the weirdness of it; the skybox is very appropriate
I also like the blatantly a-gravitational nature of the structure on the right side; the "absurd" theme in Quake should be explored further.
If I remember correctly you also made one of the better maps in the Lost Chapters. Keep it up.
 Yay
#246 posted by nitin on 2009/03/22 02:32:09
a skybox in a coagula map!
looks cool btw.
#247 posted by Trinca on 2009/03/22 03:00:13
looks very evil!!! and is a good thing :)
 Yeah
#248 posted by spy on 2009/03/22 07:13:53
looks very cool
 Oh Oh Oh
#249 posted by JPL on 2009/03/22 08:16:59
... indeed, the skybox is very good: what is it ?
 So
#250 posted by spy on 2009/03/22 10:29:37
if nobody's wanna make the start map, i'll make it, but i have to know how many will be entries to add an individual exit for each map, or i'll made the raw version of start map and send it to ricky and he'll add the exits
any suggestions?
 1st April
#251 posted by Spirit on 2009/03/22 17:14:29
I would really REALLY love to release the pack at the 1st of April. It would fit perfectly into my secret masterplan for that particular day.
 Hmm
#252 posted by nonentity on 2009/03/22 19:02:43
if nobody's wanna make the start map, i'll make it
I said Hmm dammit! Start map is still mine...
Although, yeh, I could do with knowing how many maps there're going to be. Can support up to 4 straight up atm, with easy addition of another 4. If there's more than 8 I'll have to expand it, but I can't see that happening...
 Hmm
#253 posted by spy on 2009/03/22 19:32:02
I said Hmm dammit! Start map is still mine...
ok:)
 Thanks For The Comments :)
#254 posted by ericw on 2009/03/22 19:45:30
JPL: I made the skybox from this Hubble image: http://hubblesite.org/newscenter/archive/releases/2007/16/image/a/
Nyort: Thanks! Yeah, I like the "absurd" theme.
 I Take It That Skyboxes Are Allowed Then :)
#255 posted by RickyT33 on 2009/03/23 01:03:43
I wouldnt mind using one on my map.
Spirit: I dread to think what the masterplan is!
My intention is to get all of the content, put it in a zip with the file structure etc, email nonentity, tell him how many maps there are and what they are called so he can complete the start map, wait for the start map, put it into the zip file and then send the whole thing to Spirit for a readme.
nonentity: What say you to this sketchy plan? Also I think there will be more than four maps, so the eight-start version should perhaps be prepared for now..... ?
 Oh And Trinca:
#256 posted by RickyT33 on 2009/03/23 01:04:56
er... maybe make the exit target start.bsp?
#257 posted by Trinca on 2009/03/23 01:13:22
coagstr.bsp?
 Ericw
#258 posted by ijed on 2009/03/23 02:44:00
Nice resource there.
 Trinca
#259 posted by RickyT33 on 2009/03/23 04:15:43
no just start.bsp
Im guessing the coagula3 pak will be run in its own gamedir. So you'll have to extract the zip to quake\coagula3, and run quake with the command line "-game coagula3".
And then you will be able to start the pack from the Quake menu! :D
Or am I wrong...... ?
 Uhm
#260 posted by negke on 2009/03/23 08:40:14
Why not send it to Spirit right away then?
There's no need for an individual folder if the start map uses the backpack.touch hack than mentioned (=keep it simple/id). But even if you insist on releasing it as a mod, please don't put the files in a pak.
 Ericw
#261 posted by JPL on 2009/03/23 09:24:59
Nice image, and good work :) Is there any tutorials that would explain how to create skyboxes from such images ?
#262 posted by Trinca on 2009/03/23 10:15:26
ok, we will sent then to Spirit untill end of 31th March.
now how should we name the map?
tr_coag3.bsp?
spy_coag3.bsp?
neg_coag3.bsp?
 I'd Say
#263 posted by Spirit on 2009/03/23 10:25:27
coag3_trinca.bsp, coag3_dude, coag3_start
That trick looks great, yay!
#264 posted by Trinca on 2009/03/23 10:28:15
kk
 OK, Thats Cool By Me!
#265 posted by RickyT33 on 2009/03/23 10:44:28
so mine will be called coag3_ricky.bsp, and the exit will target coag3_start.bsp, and I'm sending it to the long-suffering Spirit on March 30th :)
Probably with a skybox :D
#266 posted by spy on 2009/03/23 11:04:47
coag3_trinca.bsp, coag3_dude, coag3_start
That trick looks great, yay!
is this necessary to name the map that way?
#267 posted by Trinca on 2009/03/23 11:06:56
spy i also think that make things simpler
 Spy
#268 posted by Spirit on 2009/03/23 11:09:59
Nah, but I strongly recommend it. That way people can easily choose a map from the pack by tab-completion (on engines with that). Just "coag3<tab>, yay".
 Spirit
#269 posted by spy on 2009/03/23 12:07:25
That way people can easily choose a map from the pack by tab-completion
ok, i see
thnks
#270 posted by Trinca on 2009/03/23 12:38:46
i just wish i had time to made a map with more layout :\ maby next time...
at least i already saw one small but with a fantastic layout ;)
 Hmm
#271 posted by nonentity on 2009/03/23 15:47:04
email nonentity, tell him how many maps there are and what they are called so he can complete the start map
As long as that's done by someone, I'm not fussed who they're sent to...
#272 posted by Trinca on 2009/03/23 15:56:15
i think at east 5 maps are garentie
mine
spy
negke
willem
and
Ricky
name is nick with coag3_ before
#273 posted by gb on 2009/03/25 01:08:47
Where did all the maps go?! Didn't like 12 ppl announce maps?
Amazing.
#274 posted by Trinca on 2009/03/25 01:10:51
gb the formula is almost this.
12/3
:p
 Hmm
#275 posted by nonentity on 2009/03/25 02:54:14
A constant of 4?
 JPL
#276 posted by ericw on 2009/03/25 06:58:26
I haven't seen a tutorial on how to make a skybox from an image like that one, most tutorials discuss using terragen or other 3D tools.
I didn't use anything fancy, just cut sections from the image with GIMP. I started with a selection of six 256x256 tiles arranged in a T shape. This gives 5 seams which are already "correct" and 7 which will be visible seams. Then I copied and pasted bits of the image to cover over the 7 seams to hide them. It turned out okay - if you look carefully you can see a few seams.
#277 posted by Trinca on 2009/03/25 08:41:30
nonentity i think there are more then 4 but i�m not sure...
mine and spy are done... just some easy small fixes the rest i dont know...
but ricky and negke will not fail for sure
the others i have no idear if they will finish on time but i�m pretty sure they will try to finish ;)
 Ericw
#278 posted by JPL on 2009/03/25 08:42:31
OK, so very good work has it has been done manually: very impressive :)
Keep it up !
 Oi!
#279 posted by spy on 2009/03/25 10:12:04
but ricky and negke will not fail for sure
#280 posted by JneeraZ on 2009/03/25 10:26:57
"Where did all the maps go?! Didn't like 12 ppl announce maps?
Amazing."
I think people WANT to do things like this but real life intrudes or they lose momentum or whatever. It's life. It isn't like it was any different back in the day either. :)
Hell, I'll have a map to turn in but it won't be everything I wanted it to be. I'm already trying to figure out a quick way to wrap it up in order to get it done in time. It's going to be extremely tight for me.
 Well Thats Six For Sure:
#281 posted by RickyT33 on 2009/03/25 11:07:39
Trinca
Spy
Me (RickyT23)
Negke
ericw
Willem
:)
thats 1/2 of 12! :)
Yeah - so nonentity, there will be atleast six starts needed!
#282 posted by Trinca on 2009/03/25 11:08:04
Willem everybody understand life is always first if my boss didn�t took vacations I didn�t finish, and my map isn�t what I expected to be... suck hard but at least I done something
;)
Weren�t you that said in the early days that should be until end of Feb.?
 I Hit The Static Entities Limit Yesterday
#283 posted by RickyT33 on 2009/03/25 11:27:13
what a pain! I cant light the entire map with flames and torches :(
Have to put in some weird lights instead!
#284 posted by JneeraZ on 2009/03/25 11:33:59
"Weren�t you that said in the early days that should be until end of Feb.?"
Yep. As usual, my ambitions exceed reality. :)
#285 posted by Spirit on 2009/03/25 11:48:53
Start maps have feelings too. 7 maps!
 Trinca Et Al
#286 posted by negke on 2009/03/25 12:13:23
Well, for a start let's say Ricky won't fail for sure...
#287 posted by Trinca on 2009/03/27 10:18:36
Ok, mine was already delivered!!!
Go map lazy bitches!!!
#288 posted by JneeraZ on 2009/03/27 12:03:43
I hope a zombie eats your spleen. And then throws it back at you as you watch.
#289 posted by Trinca on 2009/03/27 12:15:03
Willem the zombie can eat some inches of my cock because is to fucking big,my womens will thanks then forever because i cause then to many pain :p
 Hmm
#290 posted by nonentity on 2009/03/27 12:15:28
Not the spleen!
(My alt line was; Ow! My squeedeleespooge!)
 Meh
#291 posted by RickyT33 on 2009/03/30 05:39:39
OK, Im almost there, will go into alpha tomorrow (lol!)
 And
#292 posted by spy on 2009/03/30 06:00:08
this is really good news :)
 Almost Done..
#293 posted by ericw on 2009/03/30 08:33:50
procrastinating/busy as usual, but I will send mine in tomorrow (well, the 30th) :)
Just to double check, we send them to Spirit, and the start map is coag_start.bsp?
 Argh I Meant To Say Coag3_start.bsp
#294 posted by ericw on 2009/03/30 08:36:00
#295 posted by Trinca on 2009/03/30 10:33:23
yes, ericw congrats for been in the deadline hour!!! :)
at least will be 4 maps ;) not bad at all
#296 posted by JneeraZ on 2009/03/30 11:19:20
I'll have something to turn in. It won't be what I wanted it to be but, hey, more maps is always good right? :)
#297 posted by Trinca on 2009/03/30 11:22:05
of course it is ;)
mine isn�t also what i wanted... but my personal life dont give me time for more...
#298 posted by negke on 2009/03/30 11:31:25
Haha, negke sucks!
Definitely going to finish it, though. Expect the release next QExpo. :P
 Send The Map To Me Negke!
#299 posted by Trinca on 2009/03/30 11:45:00
your computer sucks in fullvising maps
 Hmm
#300 posted by nonentity on 2009/03/30 20:05:54
Yeh, coag3_start.bsp
 Map
#301 posted by gb on 2009/03/30 20:15:21
Map tomorrow, Ricky
#302 posted by gb on 2009/03/30 20:17:15
Wait, I send it to Ricky, right? Not spirit?
 No
#303 posted by Spirit on 2009/03/30 20:21:24
Me!
#304 posted by gb on 2009/03/30 20:24:20
awkey. not today though. tomorrow after it hopefuilly fullvises. also needs 50 more monsters.
#305 posted by JneeraZ on 2009/03/30 20:55:49
I'm tweaking gameplay on mine and will need to finish up tomorrow morning. Probably have to send it in the evening after letting it fullvis all day.
#306 posted by gb on 2009/03/31 00:18:45
same here.
 Take Your Time
#307 posted by Spirit on 2009/03/31 09:41:31
I will package them in about 24 hours.
 Jees
#308 posted by RickyT33 on 2009/03/31 10:42:59
I had a very late night last night, it was gone 5:00am when i retired to bed, and here i am four hours later, sat at work.
Vis takes about 5 hours, still running from when i went to bed!
Technically the map is in beta atm. It went from WIP to alpha to beta last night! I got some good feedback, as well as someone found a shortcut which would have screwed the map slightly so thank god for that! (well Trinca actually, but the two are close)
So yeah - i will have to make a few final adjustments after work, then re-compile and send to Spirit, probably in about 16-18 hours from now...... Yay!
NB: It would appear that using the info_notnull ogre grenade explosion hack breaks the reaperbot mod. I had intended to to some testing for the DM mode. The map has about 10 DM starts as well as a few added weapons, and very minor flow differences, it should be OK for DM, but I have never made a DM map before. If I type "deathmatch 1" in Fitz, then "kill" it seems to work fine - each one of the spawnpoints works, so hopefully that will be OK!
Setting the info_ntnulls to "not in deathmatch" via spawnflags doesn't seem to remove them. I'm assuming you can't remove info_notnulls from the map in this way.
#309 posted by Trinca on 2009/03/31 11:23:25
Ok, deadline is here!
I just want to leave some few words!
I want to thanks all the involved guys, even the ones that wanted to map, but real life eat then alive.
I�m glad there is a lot of people in this community that still spare some of there free time to map for such an old but great game as Quake is.
Big thanks to all.
kisses to negke and hugs to all
#310 posted by Trinca on 2009/03/31 11:24:54
ahhh one thing!!!
Ricky please get a job in the industry of gamming man, you was born to map...
#311 posted by JneeraZ on 2009/03/31 11:31:24
I'll send you my map sometime tonight Spirit. It's still early, early morning here in America. :)
And since my map was barely finished at all, no DM support!
#312 posted by gb on 2009/03/31 12:38:58
Spirit, map late evening German time.
It went from WIP to alpha to beta last night!
Sounds familiar.
#313 posted by JneeraZ on 2009/03/31 15:28:51
I'm almost done! Will send to Spirit tonight when I get home (8-9 hours from now).
I'm actually pretty happy with the gameplay and how some things play out in the map. It's neat. I wasn't all that happy with it until I started getting the monsters in there and tuned correctly. Hooray!
#314 posted by gb on 2009/03/31 19:11:05
My map is done, it's in the final build.
There are some misaligned texes, but this was just due to the tight (relatively) deadline. I'll include the source, so anyone who really cares can please fix them himself. :)
It supports coop and DM, though.
I hate spawnrooms, this is my last vanilla Quake map. Number one annoyance with id1. I have like 40 spawning monsters.
The second huge annoyance is the limited number of targets/targetnames and the third would be no spawnable items (wait till you see the map).
Spirit, map'll come like 10 or 11 PM I guess. But you're probably packaging them tomorrow anyway.
 Hmm
#315 posted by nonentity on 2009/03/31 22:14:03
I'm working on west coast US time for this one, need a few more hours to tidy up the lighting.
But I need a map list before I can even final compile anyway, so figure I can afford the hours without slowing down the pack release...
#316 posted by Trinca on 2009/03/31 23:24:46
nonentity wait for a email from Spirit...
1st of April is the full day to compile the stuff... take your time no stress...
 Very Very Stupid Error
#317 posted by gb on 2009/03/31 23:57:04
My map is fullvised and even sent to Spirit - but it appears to be broken in id1. You get all the items immediately because of a target/targetname/killtarget messup that on paper looked id1 compatible, but doesn't work.
Apparently certain killtargets and targets block each other in a complicated way.
Sigh.
I will not be able to fix this in time, thus I must resign.
I built the offending part while still testing in RemakeQuake, and later switched back to id1 and everything looked good, so I went back to RMQ. I am pretty sure I used *no* RMQ specific features.
I was very short on time, so it didn't show earlier.
I might put the map out anyway, just for shits and giggles. It is playable, but off balance now.
Grr.
#318 posted by JneeraZ on 2009/04/01 00:03:19
Off balance is better than nothing! I say include it.
#319 posted by Trinca on 2009/04/01 00:10:36
Let�s do something?
please all that are in take day 1 to make final builds... post today everybody that have a map for noent make start map!
And release day 3 of April?
I think 2 or 3 days isn�t bad at all since maps are almost done?
What u guys think?
 It Looks Like
#320 posted by gb on 2009/04/01 00:14:20
Trinca, ericw and myself think that 1-2 days more could be good.
I know I could at least fix my map then. Anyway, I'll wait until tomorrow and see what happens. Any way is fine, since luckily this is just for fun :)
#321 posted by Trinca on 2009/04/01 00:19:09
i delivered mine last week i�m having lots of work, and i dont have time to map :\ my map is small but was what i could have made :|
just enjoy it as it is...
#322 posted by Trinca on 2009/04/01 00:21:50
i think Ricky still need some time to... i think 2 days will be good for everybody!
and as far as i know we will have!!!
coag3_trinca
coag3_RickyT23
coag3_bg
coag3_spy
coag3_ericw
coag3_Willen
coag3_Spirit
coag3_negke -> will be delivered later!
so there is 8 maps
 I Vote For 2 Days More
#323 posted by Ankh on 2009/04/01 00:31:09
not that I have a map for you :)
 Snarl
#324 posted by RickyT33 on 2009/04/01 00:59:24
 Killtargets
#325 posted by Preach on 2009/04/01 01:18:59
The ID1 glitch with killtargets is "If the killtarget is set, the target does not fire". I'd bet that the map can be fixed with just a bit of entity hacking, so that the vis data doesn't have to be lost. e-mail me a copy, and I'll see if I can do it tomorrow evening.
 Yep
#326 posted by ijed on 2009/04/01 01:48:21
ID1 means you'll need an extra trigger_relay per event.
AguirRe Quake shows a message letting you know a killtarget is blocking a target.
Hm. Maybe include specific killtargets, like Q2.
Although I remember your entity hacking method in the old progs new tricks thread, Preach.
#327 posted by necros on 2009/04/01 02:48:13
trigger_relay can be a point entity so no need to rebuild your bsp, just update the entities, unless there's something more complex that needs to be done.
 2 More Days Sounds Good
#328 posted by ericw on 2009/04/01 08:00:49
Sorry for the stalling.. I'm now fullvising.
I'll see if anyone on irc is willing to beta test tomorrow :)
 Yes
#329 posted by Spirit on 2009/04/01 08:10:43
It would be a shame to lose some maps just because of (selfmade) pressure!
April 3 sounds good.
 Well Mine Is Sat On My HDD!
#330 posted by RickyT33 on 2009/04/01 10:18:36
I re-adjusted a couple more things last night, mainly to stop Trinca from being able to speedrun it. And to put another secret in. :)
Im having a couple of evenings off mapping now!
Well done all, good to hear that there are plenty entries!
#331 posted by Trinca on 2009/04/01 10:44:11
negke can u do it untill 3?
#332 posted by JneeraZ on 2009/04/01 11:09:40
Grr ... Well, I sent mine in so I'm done. Whenever y'all get your acts together we can get this pack done. :)
 Trinca
#333 posted by negke on 2009/04/01 11:16:11
No.
#334 posted by Trinca on 2009/04/01 12:09:19
negke you shouldn�t sleep untill friday and map like a maniac.
now go map!
#335 posted by JneeraZ on 2009/04/02 11:45:36
So what's happening with this thing then? We're waiting until Fri to release?
#336 posted by Trinca on 2009/04/02 11:49:52
There will be 8 maps...
But only 7 until Friday...
Negke map will take a life time to fullvis!
I think when Spirit got the 7 maps he will talk with nonentity for the final setups about the pack!
If the 7 guys involved sent it over early why not release before Friday?
Spirit how things going?
#337 posted by gb on 2009/04/02 16:38:42
I'll send mine to Spirit in the evening, so I guess he'll put them up tomorrow or, if the startmap has to be tweaked, perhaps the weekend.
Relax. This isn't Base Pack. We're not talking "six months until the progs is finished" here ;-)
Cheers.
#338 posted by Trinca on 2009/04/02 16:42:22
nobody is stressed i was first to say delay and mine is finish long time ago...
this is not for money... i think delay a little will not kill anyone!
Of course basepack was a abuse!!! but this is history.
#339 posted by JneeraZ on 2009/04/02 17:05:57
I just want to know what to expect is all. "A small delay" is vague and unsatisfying. "It will be out on Monday" is concrete and something I can relate to.
#340 posted by gb on 2009/04/03 02:10:17
Preach, thanks but I also had to change some textures. Map is finished and sent.
 Great
#341 posted by ijed on 2009/04/03 03:50:41
Good going Trinca for organising this, alot of maps it looks like.
 Apologies
#342 posted by ijed on 2009/04/03 03:51:12
That my entry died a death.
 I'll Be Sending Mine In A Few Hours
#343 posted by ericw on 2009/04/03 05:09:18
I got some beta feedback today - thanks spy and TheSilent.
#344 posted by Spirit on 2009/04/03 09:34:46
I received maps from
gb
rickyt23
spy
trinca
willem
ericw is testing, will submit soon.
-----
negke needs some arousal so he can finish off for a change. :(
Trinca, I dropped out earlier.
 Six Maps
#345 posted by spy on 2009/04/03 10:06:57
+ negke's map later, not bad
#346 posted by Trinca on 2009/04/03 10:22:54
Spirit you lazy bitch :p
Stop been raped by negke on Quakelive and go map :)
I want to thks all that have been involved in this...
6 maps is deadline is great!
thks all and I cant wait to play then all :)
Since I only played 2 and they are much much better then mine small map based in sm151 :p
Sorry, but my time as been really short ;)
Hope you guys like it, and I�m pretty sure i will get the 6 place! But I�m happy with me because I did something :)
i want to thks Necros again for the lights teaching that make the map look sexy because of him ;) with the lights skills i use to have the map would look fucking ugly :p
#347 posted by negke on 2009/04/03 10:39:01
Trinca, it's ok. Concerning smallness, your map is the least thing you have to worry about.. >;)
I'm a little surprised there are so many entries after all. What about the start map now? Can't wait to play the pack. Maybe this will arouse me - I'm motivationally challenged as usual.
 Map Sent (finally!)
#348 posted by ericw on 2009/04/03 10:45:53
Sent my map to Spirit.. sorry to hold things up. Can't wait to play the pack :)
#349 posted by JneeraZ on 2009/04/03 11:24:04
"Maybe this will arouse me - I'm motivationally challenged as usual."
This pack was good for me in terms of length. I didn't get it ALL done but at the very least, I was able to take a break from the project a few times and come back to it, maintaining motivation. When the deadline is too tight and I lose motivation, that's basically the death knell for it.
 Whoever Makes The Start Map...
...I suggest to include an exit to negke's, even if he's late.
Just so that we can play the whole without console hassle...
And to add that little mora motivaton to the cahellenged...
 That's More, Obviously...
 I Probably Should Have Made Myself Clearer
#352 posted by negke on 2009/04/03 11:43:32
My map isn't going to be finished in the next couple of days or so; it'll still take a good while (especially since I'm short of time at the moment). You can add a courtesy exit of course, but I guess by the time I get to release the map, everybody will have long deleted the pack anyway.
#353 posted by Trinca on 2009/04/03 11:48:29
it could be done a entrance to negke map with a msg...
"that bitch didn�t finish the map because he was rapping spirit in quakelive"
 Except That
#354 posted by negke on 2009/04/03 11:52:44
Spirit was rapping me. Fo shizzle.
#355 posted by Trinca on 2009/04/03 11:53:32
hehe Spirit let�s play QL tonight :)
I want to test your evil skills
 Negke, I See What You Mean...
...but I constantly have ALL my collection of custom Q maps&episodes from 69 on installed, never delete them.
Go figure.
 Is It Possible To Have An "edit" Function?
...it shoulda been
"custom Q maps&episodes from 1996 on"
Argh!!
#358 posted by JneeraZ on 2009/04/03 12:21:42
Maybe negke's teleporter could just gib you when you try to enter it. That would seem appropriate. :P
#359 posted by Spirit on 2009/04/03 12:29:13
Appropiate it would be if it started throwing feces at you.
Trinca: If I am around, sure! Befriend Schbirid.
 Spirit... I Wouldn't Advise You To Do So...
... Italian cooking can be very heavy on the stomach...
Even more so, the post production, throwable thingie... ;)
 30.03.09
#361 posted by rudl on 2009/04/03 19:40:26
I had really no time until now, still half finished.
BUT easter break started toady, and I will find time to map.
#362 posted by gb on 2009/04/03 19:47:47
rudl, are you talking about coag3?! I believe the pack will be out today.
#363 posted by rudl on 2009/04/03 20:10:18
I know
#364 posted by Spirit on 2009/04/03 21:22:05
Since the moderators seem to be a) not aware of their capatibilities, b) masturbating and c) playing World of Warcraft plus metl sleeping, here is the link to the pack: http://www.quaddicted.com/filebase/coagula3_pack.zip
 It's Released
#365 posted by gb on 2009/04/03 21:23:31
#366 posted by gb on 2009/04/03 21:24:01
lol :)
 Holy Dragon Shit
#367 posted by spy on 2009/04/03 21:34:29
it's released
 So This Was 6 Years Ago Already
And back then, it was 6 years since coag2.
Anyone up for one more coag run after jam 4?
 Deffo
#369 posted by RickyT33 on 2015/01/09 20:22:27
 Coag4: Floating Bricks In The Sky
#370 posted by Shambler on 2015/01/09 20:27:02
 Co-Ack
#371 posted by mfx on 2015/01/10 10:09:12
If this is real, i�m going to burn you all so mean.
 Do
#372 posted by ijed on 2015/01/11 03:40:05
 Agree
#373 posted by Drew on 2015/01/15 00:19:06
#374 posted by necros on 2015/01/23 19:56:22
you know, now that there's the dirt mapping thing in tyrlight, it actually might be a good idea to revisit this theme as wide open maps like this benefit a lot from AO/GI.
|