 Right
#59 posted by R.P.G. on 2006/08/10 19:56:36
Still not so keen on the flashlight idea
Amen. This isn't Doom 3, thank gods.
Can you all please stop with the crappy ideas and just do something simple that stands a chance of actually getting done, like a bunch of non-connected id base maps that support coop, and a start map that links them all together a la 100b contest?
Keep in mind that if you alter the progs.dat, the maps will no longer be playable in QW coop. Just include a few semi-base monsters like shamblers, fiends, vores, and ogres if you need more variety.
And if you want a non-id base map, then just go make a map in that other theme and release it elsewhere.
 RPG
#60 posted by inertia on 2006/08/10 20:13:00
If you're going to be such a downer, why don't you at least make a map for the pack? Sorry you've got a flaming pull up your butt, hun.
 :( :(
#61 posted by than on 2006/08/10 21:18:16
Calm down guys. It would be shit if this thread suddenly went off topic because people started getting annoyed with each other, because a base pack is a cool idea, and judging by the enthusiasm the idea has received so far, there is a chance of something happening.
However, I have to agree that adding too much stuff is a bad idea. If we use a modified progs, then I think we should just take the best base monsters that already exist and use them, rather than doing lots of extra work to have reimaginings of the same ideas people have used in their maps for ages. As far as I'm concerned, the best grunt/enforcer mods are those in Quoth, the Zer Mega-Enforcer and perhaps the one used in Mexx10 (not sure about the skin, but I don't remember it 100% - also used in gmsp1?) If there is time, and I can recover from my current RSI problems, I wouldn't mind making some heavy weapons guy (similar to Doom 2) variant from scratch, but that's all.
If we don't use a modified progs, then any other monster but knights is ok to use. Whilst I don't really like ogres in base maps, they aren't quite as out of place as knights.
Maybe for now we should just concentrate on making some maps, which is what we do best ;)
By the way, it is possible to make floor turrets in Quake with no modifications. You could even make them grenade deactivateable like the ones in HL2. It's simply a case of setting up a func_door that rises out of the floor and some spikeshooters (firing lasers, not spikes) to shoot where the player is likely to be. You then trigger the door and shooters when the player is near, and have it retract when the player goes away. Also, leave a small gap for grenades to be shot into when the turret pops up and have a trigger with health 10 (or whatever) at the bottom of the pit the func_door is placed in that kills the activate triggers when used. Easy, and no mods.
BTW, Christmas release for teh win!
#62 posted by Trinca on 2006/08/11 00:57:04
BTW, Christmas release for teh win!
love that :) Christmas winter is always good for some sp at home :) u guys decided about monster�s i just want to play some base maps :) but i agree ogres and nights cant be fit!!! they dont supose to be in base maps :\
 I Nominate THAN
#63 posted by gone on 2006/08/11 01:42:13
for the project lead
 I Nominate SOMEONE ELSE
#64 posted by than on 2006/08/11 01:45:58
;)
I wouldn't mind, but it was Trinca's idea. Besides, I have two maps that I need to finish once I have recovered from RSI or whatever the hell is going on (it's only mild atm, but I am trying to reduce computer usage - especially at home).
 RSI
#65 posted by DaMaul on 2006/08/11 01:54:41
Hey Than, get yourself one of those padded mouse mats that elevates your wrist, and start taking some glucosamine tablets. Works a treat I've heard!
#66 posted by Trinca on 2006/08/11 02:01:20
oh i just bring the subject...
1� my english suck
2� me and qc = 0
3� this comunity got good projects leathers
#67 posted by gone on 2006/08/11 02:04:41
can use flying robot from OUM
 So...
#68 posted by metlslime on 2006/08/11 02:10:12
you know how quake episodes start with 1 base map and then the rest of the episode is fantasy/horror maps.... so, why not have map1 be a fantasy/horror intro which ends with a slipgate leading to an episode of base maps?
 Yeah
#69 posted by negke on 2006/08/11 02:37:07
and the player is not a ranger, but a knight. ;)
seriously though: why not (fantasy/horror start map)? could also be the boss map (gate only opens after all maps have been completed), with a boss area that mixes all themes with base elements.
 THAN.
You rock. Can you make me up a example map of one of those floor turret thingies? You'd still rock if you couldn't, but damn -- would you rock if you could.
 Flashlight
#71 posted by negke on 2006/08/11 05:36:15
what's the problem really? sure, quake is not doom3, but that's still no reason why such a thing shouldn't be done in quake as well. it's not like all maps of the pack have to be pitch black now.
if the flashlight is only available (and needed) in one map, it even adds to variety. coding it shouldn't be that difficult, and if there are custom monsters, why not some other progs, too?
 Flares
#72 posted by Ankh on 2006/08/11 05:58:56
Maybe flares would be a better choice than a flashlight.
 No
#73 posted by R.P.G. on 2006/08/11 08:53:15
You need a disco strobe light. That way you can have random colored lights, induce nausea, and require DarkPlaces all at the same time.
Keep in mind that the flashlight wouldn't work at all in default GL engines unless the user set gl_flashblend 0. Moreoever, you're going to require the player to bind and use another key, making the control scheme more complicated. You will have to choose very carefully which key you want to bind it to or else you'll mess up the player/mapper's existing binds.
Flashlights are gimmicks. There's nothing you can do with a flashlight that you can't do without, and more importantly it doesn't come across as a gimmick when you do it without.
 Already Mapping...
#74 posted by madfox on 2006/08/11 13:13:16
and I think...
waiting for christmass?
#75 posted by Trinca on 2006/08/11 13:25:10
hehe i will finish my map sooner i think :) i will start another for sure... but now going to holydays 3 weeks i might map a litle becouse i got a small computer...
 Or..
#76 posted by metlslime on 2006/08/11 13:28:11
just make it a seperate weapon, so that you have to switch back and forth between gun and light. That way the controls don't have to change at all.
 Or...
#77 posted by scar3crow on 2006/08/11 14:52:02
make it worldspawn specified, so one map could be darker and while in it, the flashlight is simply on, so the player doesnt change controls at all, theyre just simply in a darker level only with the ability to reveal some of the environment at a time
 I Like
#78 posted by inertia on 2006/08/11 15:21:21
scar3crow's idea teh best0r
 Didn't Bother
#79 posted by Zwiffle on 2006/08/11 17:02:50
Reading the whole thread, but sounds neat. If anyone can join, I wouldn't mind doodling a base-map in Radiant if sign-ups aren't done with.
 Or
#80 posted by DaZ on 2006/08/11 17:25:31
JUST DONE USE A FLASHLIGHT AT ALL (OMG)
...
Seriously, I want to make a quake map, not a doom 3 map.
 Inertia
#81 posted by R.P.G. on 2006/08/11 20:28:23
Be sure you put at least one imp behind every door, too.
 You
#82 posted by inertia on 2006/08/11 20:30:23
don't have to use the fucking flashlight in your map if you don't want to. Do you really feel it necessary to kill the momentum I have just so that you can adhere to some twisted version of "quake purity"?
 Well
#83 posted by Zwiffle on 2006/08/11 21:52:00
I think a flashlight would be cool if done with integrity to Quake. If not, that's OK too.
Other than that, I intend to make some sort of hybrid base/metal map or, more likely, a hybrid base/void map, since it seems a little more obvious/on theme. I'll see how the arguments go from here, and adjust accordingly.
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