News | Forum | People | FAQ | Links | Search | Register | Log in
The Delectable SM155_pack Released!
FOUR brand new maps by the ANGRY Ankh, the NEFARIOUS Negke, the TERRIBLE Trinca and yours truly, the lovable, huggable Zwiffle!

Download: sm155_pack_01.rar
Not 
the ZWAIFABLE Zwiffle? 
I Believe It Was 
the HUNGRY Ankh, the FURIOUS Negke, the TERRIBLE Trinca and yours truly, the lovable, GIBBABLE Zwiffle
THE FANTASTIC FOUR in aktion 
Oh, My.... 
...it's 1965 all over again!
Gotta love allitterations!

Guess it's clobberin' time.... 
The Zany Zwiffle 
 
Zealous, Zwiffle... 
...the lighting in the final jumping puzzle, though, was a little misleading, I supposed you could get back up by rocket jumping, but got fucked by a void floor?

Trinca, thorough.

Ankh, approachable.

Negke, nifty. 
Deceving Demos, Anyone? 
...This allitteration thing is a drug... 
Zetetic Zwiffle 
 
 
I originally went with Zygotoan Zwiffle. But that doesn't sum up my personality as well as huggable does. :D 
 
nice pack girls!

my favorit was Ankh map :) look like a small id1 map ;)

first and second demos and my extra fast run in my map :p

http://www.quaketastic.com/upload/files/demos/sm155_tr.rar 
 
Yeah, good pack, I guess. Ankh's was the most 'solid'. Trinca's too dark and too much reminiscent of hiscoag map and the other one, Zwiffle's bland as usual but his aura of huggability and awesomeness let it shine anyhow. 
 
negke use a proper client and with the use ofgl_gamma and gl_contrast with proper configuration it look normaly dark and evil... 
Ankhs Was Best 
but pretty much tied with negke, since his had an adorable not quite throwback style. 
The Affable Ankh For The Win! 
Nice pack of good clean fun ;) 
 
teaser screenshotZ? 
Yes Pls 
yay a doom map! awesome 
Meanwhile... 
Negke's was neat, textured ala Doom with an interesting entrance/exit trick.

Trinca's was a tease, reminiscent of his coagula map but much shorter.

Zwiffle's was a zip, but I never found the end :(

I can hardly wait for the next installment! 
They Are All Good 
I like them all! Very cool! No demos this time, there is a reason for that... stay tuned. 
Good Release 
What others said: I want more SM pack of this quality ! Go map ! 
Nice 
Thanks 
Good Work :) 
negke
nice small map. good quality. relaxing. the secret was also very good.

trinca
cool map. really enjoyed the gameplay. I have died by my own miserable play. map was also good looking and moody

zwiffle
again. very good gameplay with a lot of surprises. also the layout and jumping was nice.

ankh
I needed about 6 hours to make my map. I just can't imagine how to squeeze brushwork, sealing of the leaks, gameplay, lightning and testing into one hour.

All in all I have to say it is a very good pack :)

My demos:
http://www.quaketastic.com/upload/files/demos/sm155_demos_ankh.zip 
 
trinca and negke's maps looked really good. i'd like to see those as full sized maps.

negke's map's gameplay was totally doom with the timed lifts and doors. :P really not used to seeing that in quake.

trinca's was fun. it's really only 2 fights, but i like the constant movement fights and the one with all the hks and shambler is fun with the gl.
GL vs shambler is really fun because the damage is high (50% damage is only for rockets) but scoring hits on a fast moving target with grenades is tough, esp when dodging a swarm of hks.

zwiffle's map had good but slow gameplay. dunno if forcing RL on shambler was intended or not, but it was different.

ankh's map's gameplay was good at the start, with all the monsters from every angle, but it slows down near the end when everything starts to be dead. 
Append: 
Never Realised 
gls caused full damage on blers.
... huh... 
Best Weapon In Id1 
 
 
oh

and also,
agreed. ankhs ending was too easy. 
Wha? 
i thought all explosives caused half damage on shamblers, including voreballs, exploding boxes, etc. 
Well 
yes and no.

the 50% only applies to radius damage.
since explosives are coded to do T_Damage to other and then do the radius damage, ignoring other, rockets had to have the 50% built into their touch function, but grenades don't (they forgot to put it in?). also, grenades are technically more efficient because they do a flat 120 damage per 'nade while rockets do 100-120 damage. 
Hah... 
good to know. 
 
Yeah, that's news to me. Nice. I'll keep 'nades in mind for dealing with shamblers then... 
 
i always knew that grenades have more efect on shamby then rocket but i never knew why :|

no i know, thanks :) 
I Disagreed 
just checked, 12-13 grens to kill the sham, directly (ie direct hit), in his face 
Ummm. 
You sure about that? I tried and the grenade damage appears halved: http://www.quaketastic.com/upload/files/demos/shamblergrenade.zip 
I.e. What Spy Said 
 
 
without checking I think that grenades don't like shamblers.
Anyway the GL is still the best weapon in quake. 
Is It The Splash Damage Then? 
Because with direct hits, grenades are even less effective than rockets (12 vs 11). It also takes 11 SSG hits btw. 
Please Re-read Combat.qc And Weapons.qc 
Shamblers will take half damage in all cases of grenade and rocket.

T_Damage (combat.qc) never checks if the monster is a shambler, as it was assumed that these checks would already have been performed. This is the function in Quake that is intended to perform all final damage calculations. Putting the shambler checks in here would mean the shambler takes half damage all the time. :)

T_RadiusDamage (combat.qc) does check if an entity is a shambler and halves the damage in that case. It then calls T_Damage to apply this halved damage.


Whether a grenade explodes on its own or hits a target, GrenadeExplode (weapons.qc) is the function that will set the damage dealt. It calls T_RadiusDamage in all cases, never T_Damage. Given the information above, this means that grenades will always do half damage to shamblers.

Exploding barrels, ogre grenades, voreballs, spawn/tarbaby explosions, and underwater lightning gun explosions all only call T_RadiusDamage, so half damage for shamblers is already taken care of without extra code.


Rockets are a bit more complicated because their T_MissileTouch (weapons.qc) gives a special case for direct hits.
In the case that a rocket hits a shambler directly, damage is halved and T_Damage is called. Since T_Damage never checks if the monster involved is a shambler, this is necessary.

In the case that a rocket hits a shambler by splash damage, T_RadiusDamage is called. Making a special case for the shambler before calling T_RadiusDamage is unnecessary because that function will already halve the damage. 
That's Wild 
i have no idea why i misread the grenade touch function. o.o 
Don't Worry About It 
I forgive you. 
SDA Contest 
This is the reason why I didn't post any demos to this thread - a new contest on Trinca's map takes place now!

Have a look at it here - http://speeddemosarchive.com/quake/contests/155t.html 
 
nice! will try to make better then 14� place...

:( was very bad... i need to improve my skill a bit 
Trinca 
Be glad that I didn't send mine in. You would be 15th :P 
SM155_pack Added To The SDA Archives 
Nice Pack 
 
Cool 
What's the cheap way in my map? Slope jump up the roof right after the start door? 
Negke 
The new demos have been posted, so go to SDA and have look :-)

http://speeddemosarchive.com/quake/ 
Post A Reply:
Name:
Title:
Body:
message
question
exclamation
idea
flame
noflame
error
skull
beer
moon
pent
rocket
sheep
pacman
pig
cheese
worldcraft
gauntlet
crate
pitfall
pimp
smile
cool
sad
frown
oi
yay
tongue
evil
wink
neutral
q1
q2
q3
ut
hl
cs
doom
dkt
serious
cube
Website copyright © 2002-2017 John Fitzgibbons. All posts are copyright their respective authors.