|Posted by Shambler on 2014/08/01 23:12:56|
|The second Map Jam pack is released! The theme for this pack was the ikwhite/ikblue texture set by Iikka Ker�nen, and we have 8 great maps to show for it!
Screenshots, Download, Mirror, Readme
Authors: cocerello, ericw/fifth, lunaran, mfx, scampie, skacky, sock, tronyn
Read the original discussion thread here.
Awesome Pack. Great Work, Guys!
Cocerello: so i got you gave me herpes omg i think im emote ^.^ but it depends from person 2 person
FifthElephant: I'm afraid of elephants now. hahahaahaa! hey guys i mean emo FOR THE ALLIANCE!! this is magically gay.
an: аааааа)))))))))))))))))))))))) ) so freak n cute maybe throw in a backflip! you serious? my emotional rollercoaster has headed off now Bwahaha so deluded.
mfx: Heelllooo lil puppy. oh wow adorable<333 he walk like a faq hey guys God, you people...
Scampie: lol this guys are just making fun of themselves. ;p cute as hell is a saying Any small dog could so fuck you!
skacky: Hmm... for once people! enjoy ;) omg i think im emo! The the only thing intense about this I hope we can save some souls nice cat balance there
sock: The Christian who sees Jesus in a piece of burnt toast? D: lol get me every time hahaha THATS TIGHT "DOG" hungry yeah more like and there bigger then that.
Tronyn: YES!!! for cuteness! AHAHAHHA. lol get me every time hahaha Thanks for the message! evar Mel Gibson
we'll wave at this mother fucker in hell.! hahahahhaa skilled dog lol SUXX i just jizzed in my pants
Is That From
Lunarian: аааааа)))))))))))))))))))))))) ) so freak n cute maybe throw in a backflip!
squeee! i didn't learn very beginnings, but ... I CANNOT BELIEVE IIIIIIT? 555 this is definitely the game. ta
Omg sorry Lunaran, also loved your map also... played the map some days ago and forgot to put the coment :(
Map very simple but fun :) nice quad damage end fight... love it!
Thanks for your demo, but what do you mean with void-light or the lack of it?
Notice how the scrags flying in the sky/void are often dark or even pitch black and only being lit when moving over geometry? In Quake, the brightness of models is based on the lighting of the solid surface below them (up to a distance of 1024, I believe), but modern ('transparent') sky volumes aren't treated as regular solids so all mdls on them are only minlit or unlit.
The trick to ensure such entities are properly lit in space maps is to make the bottom sky brush bigger, maybe 64 units or so, and put a large solid brush (normal texture, extremely upscaled) inside, at least 32 units below the inner sky face, and then a spot light pointing downwards in the center with the desired brightness as well as a large cone.
the reason the hidden brush is extremely upscaled is because lightmap resolution in Quake is based on the texture scale, and you don't need big lightmaps for brushes you can't see.
maps with lots of void and lots of scrags are a pain in the butt since you have to coat the floor with sky/black and spotlights :/ I wonder what kind of wishful-thinking tyrlite feature would take care of that more easily.
A Single Downward 180� Cone Spotlight With No Shadows Or Falloff
Or can one give the monsters a _minlight key with 100?
this + _anglesense 0.01 so the angle doesn't affect brightness on the surface.
Thanks for the demos. About what you were asking ...
Not compiled with extra4?
Yes, but not only that. It hasn't been compiled with even a single compiling parameter. Back then and till two months ago, i couldn't, but thanks to Ijed and Necros, now i can. You have the reason explained here.
wasn't as hard as expected
That's probably because you played it the way it is intended and the way i played when tested it.
In fact, you mimiced my style of playing in this map in almost everything and made the same decisions, except when you waltzed with the voreballs (i would get behind a corner and snip them). That made the map way easier as the map itself worked in your favour, giving you confidence and making your mind work better and faster, saving you from hasty decisions, which raised your confidence again, turning into a loop (or a spiral).
For example, you only took the ammo boxes when you were below 80 shells (same with the health packs), so you were almost never low on ammo, you backtracked when faced with an enemy instead of rushing ahead and awaken more, used the columns against the shambler and knights ambush, used the weapons to its strenghts (the NG for aiming through gaps and sniping, the shotgun for the rest), and many other behaviours i also have when playing in this map.
Well, that and that you saw the ammo before the big fights, that helps a lot in this map. If not the loop would be in the opposite direction, working against you.
I Know I'm Going To Lose All My Geed Cred For Asking This...
... (if I had any to begin with) but what bizarre code are negke and Luneran using in #158 and #160? Someone at least give me a clue; I can't for the life of me figure it out.
Spirit's Youtube Comment Generator
I'm afraid of elephants now. Don't Forget to swallow! this era of stupidity is over
This Is So Childish..
Cannot add that much... really great :)
Tronyn, This Is About Your Map
Funny thing is, whoever made that particular map didn't set up the CD audio correctly. I think they were trying to use CD Track 2, the title theme, but they instead set it up to use CD Track 1, which is the data track and can't be played as audio. Now, I ripped the CD's audio tracks to my source port's directory ages ago, because I'm not that interested in keeping the Quake CD in the drive any time I feel like playing Quake. Instead, I had a music CD in the drive, which the source port defaulted to when it couldn't find the ripped track. As such, I got to run around an overly-large Arabian cave with tons of ambushing Shamblers to Amigos Para Siempre. Surreal, to put it mildly.
wow that is awesome!
shamblers and vores fall in love, producing tarbabies?
Based On Screenshots
These maps look good. I will watch Daz play them and live vicariously through him. Go Daz Go!
Had to come out of hiding to say I still prefer the looks of these maps to modern games. The geometry is so.. consistent. Absolute eyecandy. Respect.
I haven't played with quake for many years, accidentally stumbled upon custom gamer's youtube channel, and i had to try these maps myself. Wow, i'd have never thought the quake 1 community is still going so strong.
Outside Cocerello's map, all of them are very good and fun, but the absolute standout is Tronyn's map. As i said, i'm not very knowledgeable about the newer maps (so maybe there are several similar ones), but it was almost unbelievable to me that such a complex and gigantic and great looking level is possible in such an old game.
The community for Quake and Doom are still very much alive. There's plenty of sites to visit, from www.quakeone.com and www.quaddicted.com to my own small corner of the web quakeguy.tumblr.com that I update every once in a while.
yeah there's heaps of good stuff that is at the same level as Tronyn's map.
Thanks, i'll look around. I almost forgot how much fun Quake is. I certainly like the feel and gameplay of it over most contemporary fps games.
Website copyright © 2002-2018 John Fitzgibbons. All posts are copyright their respective authors.