#327 posted by necros
on 2004/08/24 02:20:13
i didn't have the bfg at the time. i got it off sarge. :P the soulcube hadn't been charged at the time either.
i just basically used the chaingun and plasma gun and ran back and forth into the little alcoves to get some shelter from the bfg rays...
#328 posted by than
on 2004/08/24 08:11:33
I was playing on veteran and the soulcube did not kill sarge, it just did some damage. My problem was that I didn't charge the bfg up enough. I think I mainly killed him with the chaingun. I used the soulcube to restore health halfway through the battle.
#329 posted by -
on 2004/08/24 12:27:38
Where was the BFG between Hell and Sarge?
#330 posted by necros
on 2004/08/24 12:39:41
i don't think there was one... there was one in hell, but you loose everything except the soul cube when you travel through the portal.
there may be one in a locker just before meeting sarge, but i could never find the code (or the pda with the code) for it, so i don't know what's in there.
Go to www.martianbuddy.com for the password...it's on the site somewhere.
#332 posted by necros
on 2004/08/24 13:39:10
it was a locker with "Heavy Weapons" or something on the display.
There Was Also One...
#333 posted by than
on 2004/08/24 15:11:00
in some guys office. I found the code really early on in the game and thought I would find a bfg early too, but I got the bfg just a bit before hell. I think it was around the time the arch viles started appearing, because I killed one at the end of a level with the bfg.
#334 posted by -
on 2004/08/24 16:01:27
yes yes, those are BEFORE HELL WHERE IT TAKES ALL YOUR WEAPONS AWAY AND THEN TAKES THEM AWAY AGAIN WHEN YOU RETURN. now, where between the time you leave hell and fight sarge do you get a BFG?
#335 posted by Zwiffle
on 2004/08/24 16:29:17
Scampie: you get the bfg before you go into hell, in the doctor guy's lab. then you get it after you fight sarge. answer your question? ;)
BFG (WARNING SPOILER!!!)
#337 posted by quaketree
on 2004/08/25 03:34:20
Inter-steller Marketing Venture
The BFG locker is located in:
Level: Delta 2B
Location: Security Storage
It's gonna be easy to do a secret's list in D3.
#338 posted by pushplay
on 2004/08/26 23:29:51
I leave empty titles with impunity.
I have a Doom III mapping question. What's the policy on map naming? It seems like author/(sp|dm)# is a good route. Or we could just go the q3 style route like kiltron went. author/q3style like Zombie did seems kinda redundant though.
#339 posted by necros
on 2004/08/26 23:52:58
dude, it doesn't matter... you could just name your map as a short form of the map's title.
#340 posted by pushplay
on 2004/08/27 00:13:37
I'm talking about file names here. And I think it does make a bit of a difference.
#341 posted by necros
on 2004/08/27 00:59:49
I'm talking about file names here.
i know. ;)
It Doesn't Really Matter
#342 posted by nb
on 2004/08/28 04:12:21
Since we'll end up with a mishmash of mutually contradictory naming schemes all in use at the same time anyway...
#343 posted by distrans
on 2004/08/28 07:40:55
...and then some idiot will name their level 'spd' even though a designer in the same community has already released a classic experimental sp/dm "icon" level with the file name 'spd' two years before.
Just Keep In Mind . . .
#344 posted by pjw
on 2004/08/28 11:47:58
That you can put your maps in their own unique folder within base/maps (e.g. mine will all be in base/maps/pjw). This makes things a lot cleaner than having loads of shite floating around loose in base.
(please do this)
#345 posted by pushplay
on 2004/08/28 14:39:50
Just because not everyone is going to follow a nice convention doesn't mean it's wrong to try.
Filenames Are Important,
So I wish people would put a bit of thought into it! It doesn't matter if everyone adheres to the same naming convention or not (who cares?); what does matter is the following:
1. Filename should be as short as possible and easy to remember. It really sucks when you download a map, unzip it, run the game, and then can't remember the damn filename to run it from the console in-game (or you can remember vaguely but its some kind of obscure shit like hapschepzut, and you just can't recall how to spell it right).
2. Be consistent. It doesn't matter if you conform with the same standard as everyone else or not, but it really helps if you at least stick with your own naming scheme. This helps me, the player, identify your maps and be able to easily find them and load them in game when I need to.
For example, in the case of crazy polish mappers: its a lot easier to find and play all DM maps by Misyu as they're called misdm1, misdm2...misdm13. Its much harder to identify all maps by Qurnel as he keeps calling them different things, like omf, frag, whatever, I can't remember the rest.
3. If you really must name your levels different shit all the time, because you can't bear to have some generic looking naming scheme for your levels (like, its art man, don't oppress me!)... then at the very least, try to make the filename memorable in some way - something catchy, something vaguely related to the map (similar to the full name, or the setting). For example, Moonlite and Swamp are fairly easy to remember, and relate to the map titles and settings.
4. As mentioned earlier, try not to use the same filename as anybody else. Of course nobody has every single quake map ever created to check against, but if you avoid cliched names and especially if you use your own naming scheme, you have a better chance of avoiding clashes with other files.
5. If you include a text file, html file, or whatever in the zip with your maps, please call it the same name as the actual filename for the map. No more readme.txt (which will always be overwritten by the next joker who does that) and no obscure shit that has no relation to the filename. If you keep the names the same (eg crapdm01.txt for crapdm01.bsp) then you'll easily find the readme files when you need to.
As a side note, since Q3, Doom3 and other games based on those engines have .pk3 or .pk4 files, and those files are just plain zip files... you might as well include your mapname.txt or mapname.html inside the pk3/4 file as well, in addition to having it in the main zip. This will ensure that even if people lose, delete or never get the seperate readme files, they'll always be able to find them inside the pak files. (For example if someone downloads the .pk3/4 from a server and they didn't get the proper zip).
yeah, yeah, whatever.. if it all seems like a load of wank, just remember that the above may help people to find and play your maps more easily, or help you get the credit and praise that you deserve for your creations. If you care about that at all, then think about it.
Yeah, It Had To Happen Sometime
func_msgb0rked tag madness!
Where's that 'edit post' feature, metlslime?? :D
I Agree 100% With Everything You Said
#349 posted by pjw
on 2004/08/29 01:24:28
and wish to subscribe to your newsletter.
(especially re: people naming their read me fucking "readme.txt", that's annoying to me way out of proportion)
#350 posted by -
on 2004/08/29 02:45:17
I go out of my way to avoid reading any map .txt files called readme.txt. I also refuse to extract them out of map .zips, which I delete after extracting the map. I do this completely out of spite for morons naming things like that.
#351 posted by Shambler
on 2004/08/30 17:10:35
Frib got 0wned bad by Func_Board there =)
Still if it was me, I'd have written all that and then reset the damn thing =(
More bees please.