 Fov Issue
#40 posted by aguirRe on 2005/01/10 06:42:11
The visual problem with HOM effects in GLMarcher seems to be caused by using unusual fov values. Using default fov 90 is recommended.
 Question
#41 posted by than on 2005/01/10 08:19:29
Does this run on standard winquake? Am I the only one that doesn't use a custom engine?
I'll try fitzquake I guess.
Looking forward to trying the map though. Can't believe all this new q1sp greatness that has been coming out recently
 Than
#42 posted by Kinn on 2005/01/10 08:21:26
Instead of WinQuake, please use the supplied WinMarcher.exe :)
It will be a *much* smoother playing experience
 Also
#43 posted by Kinn on 2005/01/10 08:31:31
Than, additionally you may want to try GLMarcher for skybox goodness :)
Again, thanks for the excellent replies guys - Blitz: your review has made my day ^_^
 ;)
#44 posted by Trinca on 2005/01/10 08:40:50
hope you pick up bastion and this one and start making a great pack ;)already got 2 episodes :)))))
another thing were can i get your Dm maps???
 God Dammit
#45 posted by Lunaran on 2005/01/10 10:24:00
WHY'D I HAVE TO LOSE QUAKE
 SUPERB MAP!
#46 posted by Stubgaard on 2005/01/10 10:28:25
Awesome map!!! I loved basically everything about it, even the custom monsters which I usually despise more than anything!
Anyways, I forgot to record my first demo, but I ended up with a time of 29:43, only missing one secret and two monsters (skill 0). I was down to 1 health at a very critical point, but I hauled ass and managed to survive :-) I like this map from a speedrunners perspective as well, too bad you didn't include coop mode :-(
I'll have another go at it on skill 3 later this evening.
Cheers!
 Aguire
Thx. That might well be the problem, since I normally play with FOV 115.
Going back to 90 after 7 years of Quake just isnt possible =)
 Forgot To Mention...
#48 posted by Stubgaard on 2005/01/10 10:30:39
...that I used JoeQuake and it ran fine.
 OMG
#49 posted by mwh on 2005/01/10 10:51:26
Wow.
Not sure about all the stressing about engines; worked just fine in software joequake for me, albeit on skill 0.
Er. Not much more to say really. More please :)
 Eheh
#50 posted by Trinca on 2005/01/10 11:24:03
I�d love to see a big pak from kinn he is a realy great mapper! hope we dont leave us!!! ;)
 A Masterpiece!
#51 posted by ZBREAKER on 2005/01/10 11:26:40
I've NEVER played a Q1 level as incredible as this. A true masterpiece. Phenomenal level design, unrelenting gameplay...it just doesn't get any better. Ran just fine on Telejano.
 Bing
#52 posted by brokenstep on 2005/01/10 12:24:01
60 thumbs up
 ...
#53 posted by brokenstep on 2005/01/10 12:31:09
after thinking about it, just saying christ that was cool
 Thumbs.db
#54 posted by Spirit on 2005/01/10 12:48:48
Ehehe, how about deleting the file in gfx/env/ ;)
It's pretty useless for Quake, even though it doesn't do anything bad.
I'm through with skill 1, skill 2 is coming...
 JoeQuake Users (there Seems To Be A Lot Of You ;)
#55 posted by Kinn on 2005/01/10 13:55:31
I've just heard that JoeQuake doesn't support Kell's lovely skybox.
Again (and I can't stress this enough) GLMarcher is recommended here. :)
 Kinn
#56 posted by mwh on 2005/01/10 13:59:31
If you want to work out why GL doesn't work very well on my linux machine, be my guest :)
(Hint: you don't).
 Mwh
#57 posted by Jago on 2005/01/10 14:13:00
What video card and what linux distribution are you using? Post answer to General Abuse thread as to not to spam this thread.
 Kinn
#58 posted by aguirRe on 2005/01/10 14:42:17
AFAIK, JoeQuake GL does support the skybox. You just have to load it manually with the loadsky dragonmarch_ command, together with r_farclip 16384.
The fov issues in GLMarcher can probably also be avoided by using another resolution, like 800x600 or 1600x1200. It seems to be an old GLQ bug that appears in certain combinations of fov/resolution.
 FitzQuake Rules!
#59 posted by maiden on 2005/01/10 17:03:05
.
 Kinn
Can't add much that hasn't been said already... Anyway, this was one of the best maps I have seen ever for any game. Two thumbs up! I hope you you have had as much fun making this map as I had playing it (although I doubt it - it must have been horrible to get this thing to compile).
Well, thanks for creating such a marvellous piece of art for us.
 Just Replayed On Normal
#61 posted by Jago on 2005/01/10 19:14:22
I had to cheat and give myself some ammo during the final battle. It was kind of weird, there were 2 red armors very close to each other, yet there wasn't enough ammo. The 2nd to last fight I had barely survived with very little ammo left and what ammo there was on the top of the bell tower was just not enough for the very last fight.
Anyways, very nice map. I cannot even image what pain it must've been to do the terrain alone. I am also really hoping to see these customs monsters used in other maps. You've quake'ified these quite well indeed.
 Can't Look Away
#62 posted by iART on 2005/01/10 21:35:28
beautiful screenshot... installing Quake now.
 I Played - And Was Amazed
#63 posted by Scragbait on 2005/01/10 23:19:04
First my stats:
FitzQuake 0.75
Skill 2
Kills 378/378
Secrets 4/4
Time 94:20 (I wasn't in a rush)
I played this over a couple evenings. From the first curvy, cave, I knew this was going to be good (but the monster count did worry me) map. Then I saw the raised road to the castle and I knew this was going to be a very special journey.
Both the gameplay and the construction were outstanding and this map shows a super-human level of effort - I know because I'm struggling with my own maps - and this one raises the bar in a way that is both depressing and inspiring.
What's great:
- Outdoor terrain, approaches Q3 quality - incredible. Crushes my skill level for this type of work
- Curved stairs and halls. Those downsloping stair treads are so medieval. The colours are suitably dreary.
- Big exploration in a great big castle. This and Glassman's work are what Quake is made for. Just needed a few more ambient sounds.
- Tasteful and restained use of custom ents like rotaing brushes and collapsible floors. Nothing gimmicky - they fit in.
- Good use of custom monsters - again, pretty good and not gaudy. It was funny hearing those spiders make the Unreal Pupae sound. I think I also recognized DooM's Imp idle chatter and I can't quite place the dying flying, fireball throwing critter;s sound (what is it?) I think it came from Unreal as well.
- Good secrets - none too hard to find.
I finished without cheats. There was enough ammo but the real climax was very dicey. Good thing I'm a packrat and left ammo to spare throughout the castle. Great view from above. I killed all the tree guardians from the road! That was fun.
Two glitches on Fitz. One is the skybox clipping that is discussed above. I guess those parameters would fix that. I played at 1024 X 768 and would get some funky coloured lighting freakiness that I could get rid of by loading in a regular id map before reloading in another saved game from Marcher. That would clean the artifacts until the next reload.
Kinn - thanks a bunch for raising the mapping bar. This really is a great way to open 2005. Simply a magnificent piece of work and something that must have caused you enormous pain during development.
 Kinn
#64 posted by JPL on 2005/01/11 03:11:21
Just a question: is it possible to run the map using FitzQuake only ??
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