 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.
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