 Almost Done..
#293 posted by ericw on 2009/03/30 08:33:50
procrastinating/busy as usual, but I will send mine in tomorrow (well, the 30th) :)
Just to double check, we send them to Spirit, and the start map is coag_start.bsp?
 Argh I Meant To Say Coag3_start.bsp
#294 posted by ericw on 2009/03/30 08:36:00
#295 posted by Trinca on 2009/03/30 10:33:23
yes, ericw congrats for been in the deadline hour!!! :)
at least will be 4 maps ;) not bad at all
#296 posted by JneeraZ on 2009/03/30 11:19:20
I'll have something to turn in. It won't be what I wanted it to be but, hey, more maps is always good right? :)
#297 posted by Trinca on 2009/03/30 11:22:05
of course it is ;)
mine isn�t also what i wanted... but my personal life dont give me time for more...
#298 posted by negke on 2009/03/30 11:31:25
Haha, negke sucks!
Definitely going to finish it, though. Expect the release next QExpo. :P
 Send The Map To Me Negke!
#299 posted by Trinca on 2009/03/30 11:45:00
your computer sucks in fullvising maps
 Hmm
#300 posted by nonentity on 2009/03/30 20:05:54
Yeh, coag3_start.bsp
 Map
#301 posted by gb on 2009/03/30 20:15:21
Map tomorrow, Ricky
#302 posted by gb on 2009/03/30 20:17:15
Wait, I send it to Ricky, right? Not spirit?
 No
#303 posted by Spirit on 2009/03/30 20:21:24
Me!
#304 posted by gb on 2009/03/30 20:24:20
awkey. not today though. tomorrow after it hopefuilly fullvises. also needs 50 more monsters.
#305 posted by JneeraZ on 2009/03/30 20:55:49
I'm tweaking gameplay on mine and will need to finish up tomorrow morning. Probably have to send it in the evening after letting it fullvis all day.
#306 posted by gb on 2009/03/31 00:18:45
same here.
 Take Your Time
#307 posted by Spirit on 2009/03/31 09:41:31
I will package them in about 24 hours.
 Jees
#308 posted by RickyT33 on 2009/03/31 10:42:59
I had a very late night last night, it was gone 5:00am when i retired to bed, and here i am four hours later, sat at work.
Vis takes about 5 hours, still running from when i went to bed!
Technically the map is in beta atm. It went from WIP to alpha to beta last night! I got some good feedback, as well as someone found a shortcut which would have screwed the map slightly so thank god for that! (well Trinca actually, but the two are close)
So yeah - i will have to make a few final adjustments after work, then re-compile and send to Spirit, probably in about 16-18 hours from now...... Yay!
NB: It would appear that using the info_notnull ogre grenade explosion hack breaks the reaperbot mod. I had intended to to some testing for the DM mode. The map has about 10 DM starts as well as a few added weapons, and very minor flow differences, it should be OK for DM, but I have never made a DM map before. If I type "deathmatch 1" in Fitz, then "kill" it seems to work fine - each one of the spawnpoints works, so hopefully that will be OK!
Setting the info_ntnulls to "not in deathmatch" via spawnflags doesn't seem to remove them. I'm assuming you can't remove info_notnulls from the map in this way.
#309 posted by Trinca on 2009/03/31 11:23:25
Ok, deadline is here!
I just want to leave some few words!
I want to thanks all the involved guys, even the ones that wanted to map, but real life eat then alive.
I�m glad there is a lot of people in this community that still spare some of there free time to map for such an old but great game as Quake is.
Big thanks to all.
kisses to negke and hugs to all
#310 posted by Trinca on 2009/03/31 11:24:54
ahhh one thing!!!
Ricky please get a job in the industry of gamming man, you was born to map...
#311 posted by JneeraZ on 2009/03/31 11:31:24
I'll send you my map sometime tonight Spirit. It's still early, early morning here in America. :)
And since my map was barely finished at all, no DM support!
#312 posted by gb on 2009/03/31 12:38:58
Spirit, map late evening German time.
It went from WIP to alpha to beta last night!
Sounds familiar.
#313 posted by JneeraZ on 2009/03/31 15:28:51
I'm almost done! Will send to Spirit tonight when I get home (8-9 hours from now).
I'm actually pretty happy with the gameplay and how some things play out in the map. It's neat. I wasn't all that happy with it until I started getting the monsters in there and tuned correctly. Hooray!
#314 posted by gb on 2009/03/31 19:11:05
My map is done, it's in the final build.
There are some misaligned texes, but this was just due to the tight (relatively) deadline. I'll include the source, so anyone who really cares can please fix them himself. :)
It supports coop and DM, though.
I hate spawnrooms, this is my last vanilla Quake map. Number one annoyance with id1. I have like 40 spawning monsters.
The second huge annoyance is the limited number of targets/targetnames and the third would be no spawnable items (wait till you see the map).
Spirit, map'll come like 10 or 11 PM I guess. But you're probably packaging them tomorrow anyway.
 Hmm
#315 posted by nonentity on 2009/03/31 22:14:03
I'm working on west coast US time for this one, need a few more hours to tidy up the lighting.
But I need a map list before I can even final compile anyway, so figure I can afford the hours without slowing down the pack release...
#316 posted by Trinca on 2009/03/31 23:24:46
nonentity wait for a email from Spirit...
1st of April is the full day to compile the stuff... take your time no stress...
 Very Very Stupid Error
#317 posted by gb on 2009/03/31 23:57:04
My map is fullvised and even sent to Spirit - but it appears to be broken in id1. You get all the items immediately because of a target/targetname/killtarget messup that on paper looked id1 compatible, but doesn't work.
Apparently certain killtargets and targets block each other in a complicated way.
Sigh.
I will not be able to fix this in time, thus I must resign.
I built the offending part while still testing in RemakeQuake, and later switched back to id1 and everything looked good, so I went back to RMQ. I am pretty sure I used *no* RMQ specific features.
I was very short on time, so it didn't show earlier.
I might put the map out anyway, just for shits and giggles. It is playable, but off balance now.
Grr.
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