Thx!
#16 posted by mfx on 2016/01/21 22:21:50
Great Maps!
#17 posted by mjb on 2016/01/21 23:56:24
Just played through both maps on Hard and it felt pretty epic!
Don't want to spoil anything but the "Demonic Junkyard" style is pretty damn original and I especially enjoyed the second map's use of the water.
I can see why the map is so large...in order to keep atmosphere and invoke a grand sense of scale.
Not a fan of using a different engine but since you took so long to create these maps I didn't mind so much. Good job Orl!
Uniquely Quakey
#18 posted by sgtcrispy on 2016/01/22 00:37:52
Definitely some of the more unique maps I've played.
Being torn away from QS is a bit of a bummer but still doesn't hurt the maps imho. Had several "Wow! What the hell?" moments after seeing some of the architecture.
Excellent job!
Qmaster
#19 posted by nitin on 2016/01/22 01:40:28
err ok, you are clearly a master and we are all just plebs.
#20 posted by Kinn on 2016/01/22 02:21:19
Qmaster is the human equivalent of those 90s game adverts you'd see in magazines that were all saturated primary colours and super-low focal length photos of some nerdy kid's epiglottis as they screamed into the camera.
THE GREATEST CHALLENGE YET! ARE YOU MAN ENOUGH TO BEAT IT, OR ARE YOU A LITTLE WEINER?
LOL
#21 posted by Qmaster on 2016/01/22 03:19:16
Boasts of his almighty skill 3 quad rage online!
Runs off to spam the quickload key in real life.
Again Can't Open Maps
#22 posted by lizard on 2016/01/22 18:47:28
I put oms3.bsp and oms3_2.bsp in quake-id1-maps folder. I extracted RMQEngine_0.85.3 in my quake file. I double clicked on RMQEngine-Win32 icon and get "W_Load Wad File: couldn't load gfx.wad(basedir:,)
I double click on fitzquake 085-console-skill 0 map oms3 and get this error.
"Mod_LoadBrushModel:mapsoms3.bsp has wrong version number (1112756274 should be 29)
Liz
#23 posted by anonymous user on 2016/01/22 20:27:26
you are doing it wrong.
1st, fitzquake 0.85 can't handle bsp2 maps. that your wrong version number message.
the other errormessage seems to be some fuckup i cannot reproduce here. try to start rmq from a clean directory.
#24 posted by metlslime on 2016/01/22 21:03:59
the gfx.wad error usually means the game is not using the correct "working directory"
if launching from a shortcut, you can set this in the shortcut properties.
if launching from a batch file, you can "cd" to the quake directory before launching the exe.
But, when directly double-clicking the exe I'm not sure what the behavior is in that case.
#25 posted by ericw on 2016/01/22 23:51:27
For those having trouble with RMQEngine, here's an experimental Quakespasm build that loads both maps:
win32 binary source
Important: you have to set "sv_protocol 999" before starting, otherwise you will wrap around when you step outside of +-4096 (half way through the second map)
Another One Bites The Dust
#26 posted by anonymous user on 2016/01/23 00:01:11
Seriously
#27 posted by mfx on 2016/01/23 00:03:41
For future mapping projects, how big are those new boundaries?
What are the drawbacks?
how big are those new boundaries?
As vast as czg's cavernous ass.
+ / - 8192
#29 posted by DaZ on 2016/01/23 00:14:40
Is my uneducated guess
Czgs Ass Fits In A 4x4x4 Box
#30 posted by mfx on 2016/01/23 00:15:41
i've heard
8192
#31 posted by Qmaster on 2016/01/23 01:54:25
I'm using +/-8192 myself in jackhammer.
All these huge maps of late are simply amazing.
QMaster
#32 posted by mfx on 2016/01/23 02:01:59
none of those use extended bounds, thats amazing heh?
Night In The Museum
#33 posted by sock on 2016/01/23 14:47:24
Wow, I do love the sculptures, especially when you get outside the first dome (first map) and see this wild landscape of twisted metal bursting out from muddy waters. Hands and faces scattered around the outer edges with strange metal platforms and spiral ramps instead of stairs. The two domes on either end of the central room looked like some cool bio sphere experiment and you get to explore inside them as well!
The map is definitely a different visual style to most Quake maps. It certainly felt like a labour of love with the editor and far how you can twist, warp and rotate brushes to create stuff. My only concern is how this twisted brushwork affected gameplay, especially the spiral ramps that I often fell off and/or got catapulted at weird angles from.
I played the first map on skill 0 and it could have easily been skill 1 and then make skill 0 a puzzle/sightseeing skill level instead. Removing skill 1 seemed like a missed opportunity to do something different.
The gameplay seemed very standard to me, locked cages, drop down arenas and spawning monster waves being thrown at the player. The timing did seem weird with lots of pauses, it felt like the spawning did not keep pace with the player combat pacing. The final dome area is really hard, wacky floor detail + small platforms + spawning monsters really close with little room to dodge around.
Overall the first map is certainly a visual treat and something that everyone should have a wander/fight around.
Skill 1
#34 posted by Orl on 2016/01/23 23:05:44
My decision to remove a skill level was certainly not a matter of "macho dickwaving" the reason is much more simple. In previous maps I would sometimes lose track of entity flags being set for easy and normal skill. For example I may have accidently set a monster or item to appear on easy, but set it to normal instead. I've always had trouble keeping track of that, especially in large maps.
I could have just as easily set all entities not appearing in normal, to not appearing in easy, and the outcome would have been the same. It was just less frustrating in the end is all, nothing more.
And ericw, thank you very much for providing a Quakespasm update to support oms3_2. I've updated the readme to reflect the change. It works flawlessly.
#35 posted by quakeisdead on 2016/01/24 07:58:13
Can't get the map to run in either Quakespasm or RNQ. Sorry.
#36 posted by quakeisdead on 2016/01/24 08:09:12
Update: installed the latest quakespasm version that's the map is supposedly compatible with. Upon clicking "New Game" or loading the console and typing map oms3, the game exits to the desktop. Not sure what's going on.
Current Is Too Strong
#37 posted by adib on 2016/01/24 08:11:12
It's five AM here, so forgive the brief post. I loved many things about this adventure. Loved that I have a sight of the world I will only see next map (and vice-versa), loved the transition between the two maps and variation indoor/outdoor. Loved the visuals, very unique and surreal. You created a new "base" setting and Giger inspiration shows.
To my taste, I think you abused monster teleporting and jump scares. Encounters are always too close, there's no time or space for a real dodge/attack dance.
Anyway, congratulations for the release. I had a great time that ended with a stupid death close to the end. Maybe another day.
Post #25
#38 posted by Kinn on 2016/01/24 13:19:46
Zomg!
In a dark gothic vault somewhere impossible, Tronyn rises from his slumber and announces to his army of goblin miners and builders, "We have work to do".
Terrible Lag
#39 posted by Mike Woodham on 2016/01/25 13:17:31
I am getting awful lag on this i.e. frame rate and sound, which is making it unplayable. Are there some settings I need to use when I load the game? I am just running the engine and loading the map. (it's been a long time and I don't remember nuffink!)
Engines , Command Line And Heapsize
#40 posted by parubaru on 2016/01/25 15:32:55
I found the maps very demanding on hardware.
Mike, are you using the RMQengine packed within the zip?
RMQ allocates 256 MB memory by default If i'm not mistaken, so no need to put it in the commandline.
Quakespasm usually runs maps better than RMQ though.
So I recommend using the experimental build in post #25.
I think you should use the argument -heapsize 131072 or even -heapsize 262144 in the command line.
And don't forget to type sv_protocol 999 (in the console) before loading the maps, as ericw points out in the same post #25.
|