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Base Pack
oh wel i love base theme so much that i start making another map just want to ask if is anybody interresing in making a episode? maby with 4 or 5 maps?!?!
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RPG, 
So many fingers, such a small pie...

And you have no finger prints in all of this? Excuse while I remove the plank. 
 
i still think is easy to be idbase! at least in monster�s :\ 
Why Quoth Is Good... 
Quoth already has three extra base enemies - grenade/shotgun, rocket enforcers and bob. Bob isn't that bad really - he's just a bit of annoying git.

Quoth has a plasma rifle, which can be used to plasma climb and is another weapon that uses up cells. Like the lg though, perhaps a bit powerful for base enemies, but not for Shamblers :)

Quoth has powerful spawning code that lets mappers easily spawn enemies without spawn boxes or any precache models.

Quoth supports hipnotic rotation code should anyone need to use it.

Quoth has the nuke for coop player that could be included if mappers want it.

Quoth has code for arbitrary sound file playback, so we can add extra ambient sounds with no hassle.

Quoth already has all the special hub map code built in, as it was used for Chapters. This might be useful for this pack.

There are a bunch of other nice features too, but I think the above reasons alone are good enough for use of Quoth over another mod.

Also, who knows, maybe some of the non-base monsters would work in a base setting too. The gug might be ok, though some of the others seem out of place if I try to imagine them there.

In addition, it may be possible, since Kell and Necros are still on the scene, to get help/support from them if they have time. Of course, I have no idea about that, but Necros did email me a while ago asking about things I would like to see added (though he didn't respond to my reply). 
Would Be Nice 
if in the grunt spawnflags you can choose what weapon he spawns with, and he then switches to shotgun for close range, possible?

But overall Quoth is very attractive and I would love to use it 
I Agree With Than 
[nt] 
QW Coop 
There has been talk of keeping the maps free of modification in order to make them QW compatable. I assume this must be for some kind of coop play that is done through the servers [...]

Yes. There is a modified server-side qwprogs.dat that allows coop play on any map that uses only id1 progs.dat entities. So anyone with QW and the requisite map(s) installed can connect to the QW server and play coop on the maps without downloading a new qwprogs.dat.

Also, Quoth rocks. 
Well, Well, Well... 
I was trying to rise the issue that, as of today, and as I understood it when I read all the previous posts, there exist no real "rules", no real "directives" for this pack, except the base textures use "concept"...

Anyway, my concern is more to have some consistency to the pack before starting anything and mpa for this project (i.e progs.dat choice, brushes number number or not, etc.. etc.. etc...), while I already started a map using doom3 texture set...

So let's discuss to fix some rules, in order to clarify, and uniquify the work of all mappers involved here.

Also, as Trinca launch the contest, and has the idea, I think he would be the guy who will decide of the rules.. What do you think ? 
 
noone have the power to decide! i think we must get a point! my start isue was to start base maps! but honestly my first idear was biff.wad, than.wad and ikbase with standart progs.dat! becouse SDA team as been very nice to all mapper playing our maps many times in all this years so i still think standart progs.dat will owns!!!

but these were just my first idear... 
Well 
since it's such a large project, don't you guys think that it's time to think about the name for this project, not just base pack? And maybe some kind of a story for it? 
It's 5:30 Am When You Get The Call... 
By 6:00 you're at the secret installation. The commander explains tersely, "It's about the Base Pack Project. The enemy now has textures of their own, and they're using them to retexture OUR maps!" 
Metlslime 
ROTFL 
On Another Note, 
since I have no idea wtf kind of entities we're using, I'm just gonna have to make a standard base map D: 
Stories... 
are overrated!

Dunno if anyone bothered to read the dm3rmx story, but that should explain how I feel about them in Quake. Metlslime seems to have the same idea.

Someone mentioned the idea of having to do something in each map that powers up a slipgate in the main map, which I thought was a decent idea. 
Hmm 
ok so can we all just agree to use Quoth and be done with it? :) 
No 
Quoth has no flashlight 
Inert. 
GO PLAY DOOM 3. 
And LOOOOL, Metl =D 
Maybe we could get a DJ Quake strip as the "story" or something? 
Play It Out In Demo1.dem 
like team fortress did... just make the comic strip textures and then make a demo where the guy strafes past them from left to right, even include sound and ominous music!

I was disappointed lost chapters didn't have demo1.dem. 
Progs 
can we decide this once and for all? I'm at the point where I can start adding gameplay elements to my map but am unsure how to proceed cos I dunno what we are using!

Its problems like this thats gonna kill the map pack so lets sort it!

1) Use Quoth.

2) Get a coder and use our own progs based on what we want (flashlight, mega-enforcer, new grunts etc).

3) Use standard Quake.

4) ??? 
Progs 
1 + 2? 
+ 2 if really necessary. 
Pleeeaase 
1 or 3.

Makes it so much easier for coop over internet. 
 
1 could be nice! 
 
errr 1 or 2 headtrump could help us! he already said that! 
Well 
I'd like to work a bit more on Quoth, to bugfix, tie up loose ends and also add some base-oriented material that we didn't have time for last release. The other two enforcer reskins, forcefields, breakables and whatnot.

I've emailed necros but haven't recieved a reply yet.

If he doesn't want or isn't able to work on Quoth anymore, but I get the most recent source code, I'd be looking for a competent qc person to collaborate with.

Would this be worth pursuing for the base pack? 
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