 Mfx
#56 posted by yeah on 2013/03/24 20:49:59
you might want to update the wordfile and reupload for Spirit, and someone should probably mod the news post. Just to minimize issues for new quakers etc
 Thanks Hakkarin
#57 posted by mfx on 2013/03/24 21:16:52
Nice review, haven�t been expecting this!
And thanks Negke for pointing that out, still I�m confused
how Than did those windows in APSP2.
Any idea?
 RMQ Engine
Sorry for off topic!
I dig the RMQ engine for all the great stuff MH et al. have added to it, but it has one major flaw: It's no longer cross-platform. I have tried several times to re-replace the OpenGL function pointers and whatnot with SDL and portable code, but it never worked out (I forget what exactly the problem was though - possibly also my own stupidity).
If I had the time, I would love to merge RMQ's improvements back into QuakeSpasm. Well, Oz would probably kill me, so it would be a fork ;-).
 Same Way As You
than only used Quoth to automatically set r_wateralpha to 0.25.
 Ah Yes, Thanks OTP!!
#60 posted by mfx on 2013/03/24 21:32:05
And #56, i just uploaded a more accurate zip to Quaketastic,
Now called mfxsp8 01.zip.
What a mess!
 Small "review"
#61 posted by RaverX on 2013/03/24 23:25:42
Just finished the map, I tried it fast on easy skill, so no secret hunting or too much looking at the details.
For a start map it's very good, but for 2013 it's only a "decent" map, there's no way to compete with other top maps.
I liked the combination between base textures and rusty metal used for pipes and machines plus the small cavern areas, I am curently working on exactly that type of map.
Most of the areas were too small and the lack of texturing on some places is a huge problem, what's with that "grey texture"??
Silver key abuse didn't helped, I got lost for 3-4 minutes, but it was ok overall, finished in under 13 minutes, found on secret.
Keep on working on other maps, if you learn from your mistakes the next map might be a good Quake map.
 Screens Are Nice
#62 posted by ijed on 2013/03/25 01:23:44
Look forward to shooting stuff in it.
 Replayed.
#63 posted by Shambler on 2013/03/25 18:10:37
Still good. Really like all the details in this. I like the cramped style too, it works in this case.
Really good start to your mappage career mxf.
 #63
#64 posted by mfx on 2013/03/25 22:26:30
Thanks a lot Shambler!
And btw, no i�m not associated with this website in any way.
#65 posted by Trinca on 2013/03/26 23:46:54
Nothing much to say!
Nice map, had lots of fun.
Thank you very much for your hard work...
First demo...
http://www.quaketastic.com/upload/files/demos/tr_mfxsp8.rar
 Great Map
#66 posted by mechtech on 2013/03/27 14:21:23
Interconnections are good. I like the way you open up routes as you progress. If I had a complaint it's monster placement was predictable. A monster closet or teleport from behind the player not directly behind but close would have added some danger.
A wonderful base map.
Thanks for making it.
 Fun Map
#67 posted by The Happy Friar on 2013/03/28 03:55:11
Next time put a little info about it in the news post though. Please. :)
 Nice Little Map
#68 posted by than on 2013/03/30 08:51:19
Looks great! I liked the secrets (though perhaps they were a bit easy?) and the layout was pretty cool and interconnected.
I think you need to do a bit more testing though. It starts off pretty hard, but then about halfway through gets very easy. There was way too much ammo for the lightning gun and as a result, the end (quad damage too ffs) was insanely easy.
Also, I know I used the same textures in apsp2, so I can't really moan, but sometimes it was hard to tell where there was a door. I didn't really get lost at all though, except the first two silver key doors could have been a bit better marked.
The large room with the slime and crane in it was nice. You could have used that for a more interesting combat though. The vores seemed to go to waste where they were placed, so a vore or shambler in there might have livened things up a bit.
 About The Glass
#69 posted by than on 2013/03/30 08:57:14
It seemed that you used the same technique to make glass as I used in apsp2. However, there was one point I heard a grenade splash in water, so perhaps you missed something?
I did it with water + func_wall covered in skip texture for collision, which doesn't anything past, but I just checked again and found that everything passes in mfxsp8.
You needn't use any special Quoth entities... just water and func_wall with skip. I did use a Quoth entity to set wateralpha on map load though.
You can also use waterskip and skip in combination to have glass that is underwater. I should make a tutorial for the wiki or something.
#70 posted by Ankh on 2013/04/04 22:56:57
Good map. Fun to play.
Low on ammo in the final part.
Skill 2 demo below:
http://www.quaketastic.com/upload/files/demos/mfx8_ankh.zip
 Fun Little Map
#71 posted by ARGh on 2013/04/04 23:11:58
I wish there were more maps made to utilize close quarters combat for q1sp. This one was fun and enjoyed it! I hope you are considering making more.
 Than
#72 posted by mfx on 2013/04/04 23:12:08
Thank you for your feedback, glad you liked it for the most parts.
Have to admit, no beta-testing took place, it�s always bad for a mapper to play his/her stuff and let nobody else confirm it.
Won�t happen next time.
And yeah, that glass feature, i was only cliptexturing them for the player to get blocked, now i�m smarter, thanks for your advice.
And btw all of your maps are the shit, you really rock, and yes they inspired me a lot ;)
 Argh
#73 posted by mfx on 2013/04/04 23:13:15
Visit the screenshot forum, expect to see more!
 Nice Map
#74 posted by nitin on 2013/04/07 14:01:56
its title says it all really, clean cut quake at its best. Some nifty designs too, although I got noticeable slowdown in the big open area with the moving crate thing.
 Got Round To It
#75 posted by RickyT33 on 2013/04/10 22:30:08
Played on nightmare (just because i refuse to ever accept that it's too hard for me).
Fought hard. Ultimately failed. Was a fun challenge. :) Nice map - shame about the missing walls. Other than that it really was rather pretty ;)
Some demos (a 1st run, a 3rd run a 8643898th run ;)
http://www.quaketastic.com/upload/files/demos/rickymfxsp8.zip
 Missing Walls?
#76 posted by nitin on 2013/04/11 04:39:02
 RickyT23
#77 posted by mfx on 2013/04/11 22:03:05
Nice demos! Hard is hard, hahaha..
 Great Map
#78 posted by Tamarisk on 2013/04/12 20:40:16
Reminds me of Quake 2 style.
 A Series Of Slightly Different Images That When Combined Create Film
#79 posted by DaZ on 2013/04/13 03:38:28
 Nice One
#80 posted by erc on 2013/05/14 08:13:06
Pretty good start. As much as I like base maps, cramped ones can get a little irritating to move through. Even though the brushwork was very appealing (loved the pipes), I felt like I was constantly hampered by those narrow corridors. Some of the fights seemed a little bit forced and out of place. Also, by moving a step backwards when I heard two shamblers approaching, I was locked out of their room - had to noclip through.
Thanks for the effort. Demo might be a little boring.
1stRunDemo
QuakeSpasm 0.85.9
skill 2; 14:15, 5/6 secrets, 64/64 kills
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