
However,
#3470 posted by
HeadThump on 2007/02/18 21:33:50
it does suggest a new approach to writing reviews if you are still in to that sort of thing.

Warp Spasm Beta Pack
#3471 posted by
ijed on 2007/02/25 01:05:42
Is ready. It�s a 7 map Qouth episode that needs playtesters at easy and normal skills.
There are some known issue bugs that I can�t be bothered to correct and reupload just yet - a missing snfx and the secret level is missing a rune to access it.
It needs one of Aguire�s engines and Qouth.
If anyone is interested send me a mail at louismanning -at- gmail -dotcom- and I�ll send a link.

I Agree
#3474 posted by nakasuhito on 2007/03/02 21:17:43

About Image Hosting
#3475 posted by
Spirit on 2007/03/02 22:23:02
if the pipeline is not an option anymore (sad), you are welcome to use my Shub-Hub for it (maybe better than the usual imagehosters, maybe not). Just upload your images into the /images folder. The password is for uploading is
ilovetheshubhub. I can't remember if I ever announced it here at func, however here you go:
http://shub-hub.quaddicted.com/

Hm
#3476 posted by
Lunaran on 2007/03/03 00:14:50
I wonder how a DM map with like six megahealths would play ... could you design it such that one person couldn't lock down all six?

Yes
#3477 posted by
Zwiffle on 2007/03/03 00:18:55
6 rooms that aren't connected, one spawn in each room, one megahealth near each spawn. QED.

MegaLun
I guess that would just balance it out, actually. After all, even if one person did</d> manage to keep control of all of them, they're still capped at the maximum health limit... so even though they may be able to stay at high health for longer, they don't really have a bigger advantage than they would have had they just collected the megahealth in an ordinariy map.
On the other hand, since it would be all but impossible to control all of the MH spawns if they were reasonably spaced apart, the other player/s could easily obtain the MH themselves, nullifying the advantage that the dominant player might have had.
I guess if you look at it that way, having 6 would almost be the same as having none - there would be no real advantage to be gained in most situations, assuming everyone is regularly picking them up. Having said that, it might add a random/unpredictable element to the gameplay, especially since they do decay over time - so when you pick them up matters!

Yes
I have yet to master the preview function. :)
Stating the obvious - now in italics!

Reminds
#3480 posted by
inertia on 2007/03/03 07:26:06
of 1on1 in DM2...
2RA
2MH
3YA
...wtf

Mars Blars Toot Bloot
#3481 posted by Friction on 2007/03/05 14:53:31

Hey
#3482 posted by
JPL on 2007/03/05 15:03:20
The shots look cool... while the bottom text sucks !

That First Shot
#3483 posted by golden_boy on 2007/03/05 15:43:09
looks like StarCraft in 3D. The textures (and use of them) are remarkably similar to the Installation tileset.
Where are the zerglings?

Friction
#3484 posted by
R.P.G. on 2007/03/05 15:54:20
Awesome. Please write the introduction texts for all my future maps.

Texts Are Placeholders
#3485 posted by Friction on 2007/03/05 15:55:34
Though the corporate BS I took from the Oracle website does bear significant resemblance to ID's level descriptions.

Far More Interesting, Though
#3486 posted by
R.P.G. on 2007/03/05 16:05:30

I Didn't Know They Used Java On Mars Though
#3487 posted by
czg on 2007/03/05 16:19:29
...but that might a be part of the generally hellish theme they've got going there.

"Five Rivers Land"...
#3490 posted by
JPL on 2007/03/07 21:58:55
The latest screenshots of my latest project... It's dark, and it's Hell.... Feel free to comment...
http://lambert.jeanphilippe.free.fr/Divers/5R1.JPG
http://lambert.jeanphilippe.free.fr/Divers/5R2.JPG
http://lambert.jeanphilippe.free.fr/Divers/5R4.JPG
PS: Brightness has been already increased by 40% and contrast by 30%.. so as usual, if it's too dark: change of eyes ;P

Dante's Inferno?
#3491 posted by
madfox on 2007/03/07 22:14:27
Awfull to neglect the atractiveness of that dark surounding and knowing I'll have to wait all the way along to play it!

Jpl
#3492 posted by
bambuz on 2007/03/07 23:22:14
looks ominous!
Btw, type "gamma .4" in fitz before taking the shots :)

MadFox / Bambuz
#3493 posted by
JPL on 2007/03/08 08:48:21
MadFox: it is not Dante's Inferno... it's rather Doom3 Hell based... you'll see that in a few month I hope..
bambuz: As it is supposed to be Hell, it has to be ominous and disturbing.... As I'm using Quoth, I also added new sounds for the ambience... Oh, and thanks for the gamma thing: I'll test it ASAP ;)

I Dont Think The Rock Texture Fits All That Well
#3494 posted by
nitin on 2007/03/08 10:31:04
makes it look a bit cartoony.