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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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Trinca 
Thanks, but I think you have to respect the deadline... otherwize you would have to wait till next year ;P 
 
i think will be Kell to get togueter all maps!!! at least i hope... he got much more expirience then me and write much better english... :) 
Uhhhhh 
hey guys... :P

i feel i should explain why i have been completly absent from this thread, even though i've posted sporadically in others...

basically, i was gone for a while during the summer, and when i got back, this thread already had like 100~ unread posts so i just avoided it...
i didn't know the thread took a turn into quoth territory, and only got an email kell sent ages ago yesterday.

so yeah, anyway, kell and i got together and chatted a bit, and stuff got done with more to follow and all that jazz... :P

i should be able to do whatever animations for edie are needed and what not.

i dunno if i'll actually map for this or not... although i do have a base map that's about 70% done structurally. we'll see i suppose.

oh, and btw, there are some damn sweet map shots posted in here!
also, that work with the fluids simulating glass is fantastic, and rather clever, than :) n1 ^_^ 
 
glad u enter the ship necros with map or no map your presence is always good ;) 
Necros 
No jumping puzzles, though -- okay? ;D 
Some Progress 
Being mapping a bit here and there, and have got a little more done. Mostly I have just been tweaking stuff and putting the early gameflow in so that I can check if it feels right and that the areas I have built are getting enough use.

I had a couple of shots, but they are badly compressed and I forgot to resize them down from 1920x1200, so I will post them tomorrow or something.

It's worth mentioning that I had a few problems with water and glass, but I found that you can often get around problems by changing the way the glass is built. I can't really be bothered to explain it, but if you change the brushes the glass is composed of, sometimes qbsp splits things in a different way and you get rid of HOMs and all that kind of crap. 
Than 
Please explain !!! 
 
Trinca 
more angles 
 
will try but time is running short :\ and still got many stuff to fix in map! 
Trinca 
I like the lift. If you like I will make you a version of that texture that merges into your floor texture, or a more standard idbase floor.

I agree with Nitin though, you could do well to put a few more angles in your map - particularly some sloped walls.

Also, I thought that the floor looked a bit bare, so maybe you could break it up a bit by adding some gratings and small raised sections.

Wouldn't mind seeing some Fitzquake shots by the way... Fitz is the only Engine that gets close to the lighting style of software Quake, and your lighting looks a little bland.

By the way, there is plenty of time. We have ages. Also, there is no ETA on the new Quoth content, and I think most of us want to wait for that before releasing the pack, so the current Christmas release date is the earliest the pack is likely to come out, and even that is a little optimistic, so relax and don't rush ;) 
 
;) thks than! i will rebuild the areas again more in ceeling and floor 
Slipsp1 
you can see brand new screens here:

www.qwplayers.org/inertia/slip1.jpg 
Cunts 
Inertia 
Needs some more texture/colour variation I think, but build quality looks good. 
Inertia 
Needs more rivets. 
Heh 
I told you it needed more variation. 
Errr... 
...am I correct in thinking that's an SP rebuild of your killer DM map? 
On The New Quoth Content And Deadlines... 
we tend to work with the 'when it's done' approach... i don't really know the score on what you guys have been working towards on release dates, but i think i can safely say you have quite a bit of time to work on your maps before the content is ready.

we have some nifty stuff planned, but it will (of course) require lots of work.

btw, i think it was Than that asked about custom trains to control things like movement speed and such...
it's actually undocumented, but that code is already in the current version of quoth. i think we forgot to add it in the dev notes, in which case, it was probably my fault, so apologies for that.

anyway, func_train:

The func_train has also been modified with certain bits of code
from the custents mod pack.

TRAIN_SMOOTH Makes the train move smoothly through path_corners that have no wait time on them.

TRAIN_BLOCKABLE Allows the smooth trains to be blocked in the regular fasion of stopping and applying damage instead of pushing the blocking entity out of the way like it would do otherwise.

Keys:
"speed"
moving speed, default is 100
"dmg"
damage, default is 2
"sounds"
1 = ratchet metal
"duration"
specifies the amout of time for the train to take in going from corner to corner. Set to 0 if you want to use "speed".
"noise"
allows you the specify a wav file for the stop sound.
"noise1"
allows you the specify a wav file for the moveing sound.


path_corner:
func_train specifics:
"speed"
makes the train move on to the next corner at this rate.

"duration"
makes the train move on to the next corner and get there in this number of seconds. If this is not 0, this will be used over the speed variable.

"event"
is the target name of the entity to trigger when the train gets to it.

"message"
is the message to display when the event is triggered.


also, if a path_corner has 'wait -1' you can retrigger the train to get it moving again. 
Append: 
TRAIN_SMOOTH and TRAIN_BLOCKABLE refer to spawnflags 1 and 2 respectively.

but i actually am not sure if that code was implemented or not... try it, but if it crashes the game, well, that's your answer. :P 
I Had A Feeling 
that there was some advanced func_train stuff in there, as I looked at ne=marb the other night and noticed you have a lift that speeds up and slows down.

Still not exactly how I would like it done, but if that's the most that is possible for the pack then I am happy with that :) 
what more did you want besides variable speeds, travel speed based on time, ability to retrigger, etc? 
Just Enough To Read... 
wolfedit.

hmmm :)

git. 
Wrong Thread. 
Anyway, I just wanted go to path_corner X and the ability to change sounds.

As for advanced trains with some cool effects (moving water etc.) you might want to check out poxs extras (if you didn't already)

http://developer.chaoticbox.com/quake.php?tab=poxgoodies 
More Shots And Stuff 
These are a few days old shots, but of pretty much finished areas. Although there are still lots of little ends to tie up here and there, I feel like I am making good progress toward the end of the map now - although I'm not quite sure how large the end is going to be :)

http://than.leveldesign.org/files/basepack_s05.jpg
http://than.leveldesign.org/files/basepack_s06.jpg
http://than.leveldesign.org/files/basepack_s07.jpg

The first two are of the same area, and the last one is a little corridor bit off the stairwell that sits at the side of the main liftshaft (well, who knows, the lifts could break and you'd be stuck several feet underground reading old copies of National Geographic for 3 years before someone fixes it)

I will try and get some more mapping done tonight, and also collect my textures and modified bits into a wad so that anyone using them can update their wad with them. I think it's better than posting the entire idbase wad each time :) 
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