Rock'n Roll !!.
#26 posted by JPL
on 2009/09/13 15:56:21
Definitely this pack is good ! My preference order:
necros: I don't know how you do all these shitty rotation stuffs, but OMG ! It owns !
Second map is too hallucinating for me :P
Zwiffle small castle architecture is incredibly good: could have been used for a complete map theme
And now go map !!
#27 posted by M8one on 2009/09/16 10:47:10
..is the Best in this one. but in Map2 you had too much Vodka!!...
or didnt I...?Hmmm...
L>SD style mapping at its best(worst..???don�t get me wrong, this is great!)
Cheers from Cologne, GERMANY!
The zombie juicer and rotating nailgun... damm cool ;>
Map 2 - Like those crappy doom mods, but peversely interesting.
#29 posted by spy
on 2009/09/17 13:44:15
i f...ing love u....
#30 posted by spy
on 2009/09/17 13:45:44
Shit There Is No Pak, But
#31 posted by spy
on 2009/09/17 13:46:56
#32 posted by spy
on 2009/09/17 14:12:55
sorry for a triple post, actually quadruple post
i'm gonna see my friend....
#33 posted by Zwiffle
on 2009/09/17 15:27:51
Shit There Is No Pak, But
Here's My Shitty Demo Of
#34 posted by spy
on 2009/09/17 17:34:41
#35 posted by Ankh
on 2009/09/18 00:09:10
All maps are very good. I enjoyed playing them.
First necros map is awesome. Zwiffle's map is solid and good to play. The ending was too much though. Second map from necros is sooo wicked. Great stuff.
I think two demos are recorded with joequake and necros2 recorded with fitzquake:
#36 posted by anonymous user on 2009/09/18 17:52:52
awesome stuff! Zwiffle, I would have enjoyed some more ammo and health in your level. I had to lure the last shambler to the edge of the walkway and jump-axe him repeatedly for 30 seconds or so. All levels rocked. Necros, your nailtrap = awesome. necros2 = everything awesome.
#37 posted by necros
on 2009/09/18 20:47:58
aww ankh, you got blasted by the lightning right at the start. :(
i've been thinking of making a lightning sequence more like resident evil where instead of just speeding up overtime (rotating faster), it would go through patterns, each more funky than the last culminating in the final 'net' of lightning that is unavoidable if you haven't beaten the encounter quickly enough.
#38 posted by Ankh
on 2009/09/18 23:00:56
Necros: no problem. I died in at least 5 tries until I realised what is going on.
#39 posted by necros
on 2009/09/19 00:14:07
that, i think is the major problem with it.
it's cool and fun (for me anyway >_>) but it sucks that it's so far into the map (hence the message about saving).
i had hoped that the last couple of 'gods' had been represented enough so that it would be logical to expect the player to attack the textured wall instead of the monsters, but apparently not. :S
also, it was hard to strike a balance between making the encounter start to slow or too fast.
in retrospect, i should have had like a half dozen monsters just standing there with they back to the player and let the lightning blast them all down as it went by to fully communicate the danger of it.
Necros2 Is Genius
#40 posted by metlslime
on 2009/09/19 11:01:21
the lightning at the end is a great prototype for an interesting boss fight.
#41 posted by ericw
on 2009/09/20 21:37:02
necros2 was brilliant.
The lightning tube was cool - on my first try, I lasted for quite a while (without realizing the lightning was instant-kill) so when I ran in to it and died, it was clear what was going on.
I didn't realize you could do so much with rotation in Quake! (e.g. rotating monsters/spike shooters)
necros1 and zwiffle were good too. I ran out of ammo and couldn't get past the shamblers at the end of zwiffle's, but liked the architecture.
#42 posted by necros
on 2009/09/20 22:41:02
the really interesting thing is that the hipnotic rotation code has a specific section devoted to handling misc objects (ie: everything besides func_movewall and rotate_object) but that the hipnotic xpac never actually utilized any of it.
you can attached torches to lifts with this method, you can have a hierarchy of rotaters, you can use it to move powerups around... there's a lot of potential there.
#43 posted by Zwiffle
on 2009/09/20 23:14:53
Can you attach rotators to rotators and keys to the rotators on the end, and so you have these crazy spiral keys you have to get?
#44 posted by necros
on 2009/09/21 00:16:24
yep, that's what i meant by hierarchical rotaters.
here's how you do it:
make your child func_rotating_entity (and set up all your rotating brushes and movewalls. give those things targetnames "child_object".
give the child func_rotating_entity a targetname "master_object"
make another func_rotating_entity with (optional) rotating brushes and movewalls. give those targetnames "master_object" (the master func_rotating_entity doesn't need a targetname).
so you have the child func_rotating_entity pointing to it's rotate_object and movewalls and a master func_rotating_entity pointing to it's rotate_object and movewalls AS WELL AS the child func_rotating_entity.
the important bit is that the child func_rotating_entity must be first in the entity list so that the engine will update it first before it updates the master. if the order is reversed, the child rotation gets broken.
also, if you want say lightning to shoot at a target in a func_rotating_entity, remember that a func_rotating_entity set will have multiple objects with the same targetname, so the info_notnull you are targetting needs to be the first in the entity list before all the other elements otherwise your lightning will shoot towards the other bits.
#45 posted by M8one on 2009/09/21 03:40:15
This is genius... You are.
#46 posted by anonymous user on 2009/09/24 01:16:12
Really loved these maps, all three of them that is. Necro's map was insanely good, I cant believe it was a speedrun, so many great ideas. I especially liked the moving vehicles and dimension-shifting.
Also, why is the quake community so quiet of late (bar these speedrun type things) ? I'd of thought with QuothII's release they'd be a more active community. I'm not a mapper myself, just a fan of your hard work, so I dont really know these things..
#47 posted by Zwiffle
on 2009/09/24 01:34:32
If there were a Quoth2 .fgd or .def or what have you it would be highly constructive to generating maps within the community.
#48 posted by necros
on 2009/09/24 02:06:09
this is the def i use, it's incomplete and contains some legacy stuff. i usually just flip to kell's site for ents that aren't in there.
#49 posted by Drew
on 2009/09/24 04:15:59
#50 posted by necros
on 2009/09/24 04:18:45
yeah, it's pretty much quoth 1 def with whatever new quoth2 things i've needed to use so far that i added.
for example, func_hordespawn is in there, instead of preach's renamed info_multispawn.