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Coagula Contest 3 Turtle Map Event
Coagula Contest 2 Pack Released.

Posted by underworldfan [128.195.84.154] on 2003/08/14 13:24:32


Almost 6 years... and was a pack that everybody loves it!

What about a turtle map event for this theme?

During the February month? Or the hole march?

Anyone ?
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if quaddicted already got a map discretions why not add the full review also in the discretions?

i think quaddicted is a fucking great effort from the community especially from Spirit and negke(sorry many others that also gave lots of help), why not put reviews there also?

P.s.-> negke map is already kind of big but the outside is a pretty mess, next week i will gave you guys some pics for sure...

P.s2.-> love you all, bye 
Idea... 
I'd be willing to host a review blog where people could review Quake levels. I could oversee it and have submissions come to me for formatting purposes before posting. Quake levels don't come out so frequently that it would be a huge burden.

I have a few domains that might work for this. For example, I have:

http://ifitbleedsyoucankillit.com/

Which seems like a Quake-ish type URL. I could throw a Wordpress blog on there and we're off.

Or we can wait for UWF to get back to Tronyn which shouldn't be taking so damn long. 
 
Trinca, we were laughing about your tiny PENIS. ;-)


I dunno about adding them to the Quaddicted map pages. It is a rather different approach and I want to stay "short". And just adding a link wouldn't do it justice (those links are already there, thanks to erc).

If you'd like to move the site's hosting over to me (underworldfan.quaddicted.com or something), I'd be honoured.

I would volunteer to update the site for you anywhere! It's such a great resource. But only if I was allowed to change (or add) all the file links to Quaddicted (well, non-Fileplanet), that always bugged me so much. 
 
Go Spirit! :) 
 
Spirit i think you want a pic from my penis, you dirty bitch... :\

P.s.-> Sorry but i just love you from what you have been doing with the community not in a gay way :) calm down! 
 
Um, must the map support singleplayer? 
 
The rules don't specify which mode the maps needs to support but that was my impression - that this was an SP map pack. 
 
OK, I'll contribute a map, too. 
Hi! 
 
 
Awesome!

"You don't have permission to access / on this server."

When will it actually be live? 
Backing Out 
I'm going to post my map + wad as is (wip) here tonight.

It'd be nice to finish but maybe someone has a use for the scrap - RQ is taking all my time atm.

175 brushes (yes, no progress) a handful of enemies. 
^ That Wasn't Me. 
ijed, ooh, I might do (maybe maybe). 
Space Theme 
With floating junk. 
Oh 
And a load of blocky brushwork of course. 
And 
 
Haha, should have told me 24 hours earlier :-D

Mine is mostly finished, apart from actual monsters. I threw it together in a mapping fit last night. Now to polish it. The ending is still missing, too.

Ebon Fortress theme. I need the practice. 
Go Gb. 
 
Yeah 
Vanilla Quake = massive spawnroom building sessions, cascaded trigger_relays, and error messages like "killtarget X is blocking target Y"

Yay for id1 
 
What was the trick again to give the player full ammo when he picks up a weapon? 
Multiple Spawning With One Teleport 
I used a trick in apdm3 to spawn a lot of knights near the end by using a little trick I developed because I couldn't be bothered to make 8 or 10 or whatever teleporters to spawn them.

If you create a tall spawn room with a thin teleporter at the bottom and stack the enemies on top of one another so that only the bottom monster is touching the teleporter you can teleport them in (obviously always to the same location) in the sequence they are stacked.

It's a good trick for ambushes but you need to trigger the next monster in the stack to wake up before you trigger the teleporter or it won't drop down into the teleporter.

Anyway, if you want to save on entities and hassle for big ambushes and think this might work, then it might be worth having a look at the map source (included with the bsp) which is available here: http://than.quaddicted.com/files/apdm3.zip

if you are that bothered about the monster wake up sounds, you could always have a small hidden door located near the teleport destination that is triggered as the monster spawns and uses the monster's wakeup sound as its move sound. Bit of a faff of course, and not worth it if you have fewer than 3 monsters. 
Wow 
Pretty good idea Than. Thanks for the tip.

Id1 hordespawn :-) 
Architecture 99% Is Done 
Spy: 
Looks like its gonna be good ;)

See underneath the gun in the first shot there is a brick texture which is aligned to the world. In WC3.3/Hammer you just highlite it and click "to face" and the problem is then just to align it on the x and y axis :)

A few more details wouldn't kill, like the ceiling in the third shot.....

Damn I was rhinking of doing mine in Mid-evil.......

Maybe metal :D 
Ricky 
whats the difference between align to the world and align to the face? 
Think About A Rubik Cube 
It has 2 faces on the x plane, 2 faces on the y plane and 2 faces on the z plane. If the squares represent a 3x3 pixel image on each face then fair enough. But imagine you make a diagonal cut through the rubix cube (diagonal on only one plane, mind) and look at the new faces created through the split, if they were aligned "to world" then they would have to be stretched across the face in order for the boundaries of the pixels to still be lined up to the same pixel edges as the "straight" pixels on the cubes external faces. If you then made these new stretched faces aligned 1:1 to the face then there would be parts of more then nine pixels visible on the face because the face itself is technically wider than the original 6 faces on the outside of the cube.

Anyone got a less confusing way of explaining it then be my guest!

Hope this helps :) 
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