Feel free to name your child after any of us, if you like :)
He names his child after anyone, his name will be Zwiffle.
Again Trinca, Congrats.
The newborns name is Nuno. And Trinca, you haven't told us. Is it a guy or a gal?
Trinca will release for Archane pak though, yes?
You Know What?
fuck it. I'm in.
haven't decided a map yet, but likely I'll take something from episode3
OK, so here's a question:
Are we required to keep DM capabilities in the maps? I could reduce my compile time and brush count by deleting all of the DM teleporters and DM specific entities in this map.
Is that allowed?
removing those ents won't save more than a second or so of compile time, surely?
Although I'm not personally participating because I've too many other unfinished maps to work on I am trying to put dm in my sp maps. Why not? It also means you can play them with the dmsp mod and have another game type, wheras with no spawns the map won't work in dmsp.
It would make certain changes easier if I didn't have to work around hidden teleporters and stuff. That's why I'm asking.
It's something you don't have to do, sure, but I reckon it'd be better with - there's a whole DM community who'll thank you for it (QuakeOne).
Zwiffle - what's your problem with Trinca?
I Think It's Interesting
Who would make a map by using the original ID mapsource, and who would just look at the layout of the map, but build a new one from scratch?
Also how were the other RMX maps made?
I think I would probably rebuild from scratch.
Thinking Of E2m3 Or 4
just beacause nobody else is doing them!
I'm using the id original and building on top of it. I'm more about improving the visuals and adding some fun rather than re-imagining the entire level.
The first remix I did, of the Palace of Hate, I started with the original .map but it became a nightare, all the crappy brushwork, coupled with the WC problems. And the aforementioned opaque entity naming.
I spose when it's your own editor it's not so bad ;)
My method now is to resist opening the mapfile at all costs. But that's me.
E3M4 is a bit rough with 130 models in it and some fairly complex interactions here and there. I wouldn't want to spend the time trying to replicate the map again from scratch.
I would also think that doing it from scratch would introduce scale problems and incorrect distances. But maybe not, I dunno.
geez louise, it's projects like this that make me wish I had a PC that worked. Maybe the next paycheck I get can buy me that last component I need and then I can start mapping again.
Im building from scratch, just checking the original map for reference when needed. Im doing e3m5 and DM is no concern for me.
updated list of claimed maps http://speeds.wordpress.com
but you are free to pick the same maps
czg said he's really fat.
but he wouldnt post a picture. i had my suspicions about it . . .
From Scratch Is The Best Course Of Action
with dm3rmx I built from scratch since there was no .map source available. I think the e1m1 source may have been available somewhere, but it doesn't look like it was used in the remake.
I was working on a dm1 remake and using the original .map to check the scale along with ALOT of checking in game to see how things feel and comparing it to my own version to see if the adjusted scale etc. feel better or worse.
I wouldn't reccomend using the id source as a base :)
I think y'all are crazy. I don't have that kind of time. :)
I am using the e2m1 source. After some cleanup it is usable. The targetnames don't really bug me as Quark shows nice connectors between targets and targetnames if some are selected.
The brushwork is awful at most places though...
The Tomb Of Terror
Please Make It Into
The Tomb of Error
The Womb of Error