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Q1SP/DM: Deathmatch Classics Vol.3
A set of eight deathmatch levels converted into a single player or cooperative episode, complete with a start map and a secret level.

All levels have been touched up with many small technical and visual tweaks and fixes. They retain their full deathmatch compatibility and the original deathmatch layouts remain unchanged. Some of the maps have undergone a slight rebalancing of ammo (mostly small nail boxes turned into big ones). Most of them do not expand beyond their original size, the only exceptions being dmc3m6 which has several expanded and new areas on single player, and dmc3m7 which has an additional corridor added.

DMC3 features the following maps:

- dmc3 : Deathmatch Classics Vol.3 by negke
- dmc3m1 : Orange Whip (lundm1) by Lunaran
- dmc3m2 : Zeal & Fury (spirit1dm3) by spirit
- dmc3m3 : Deep Scars (q1shw2) by ShadoW
- dmc3m4 : Aghast (aghast) by Vondur
- dmc3m5 : Devastation (q1shw1) by ShadoW
- dmc3m6 : Dark Ritual (ritual) by Tyrann
- dmc3m7 : /me Votes Vondur For World Domination (rpgdm1) by R.P.G.
- dmc3m8 : Base Of Two Deaths (negdm1) by negke

Some of the maps have a "shotgun start" button to play them from scratch, and the secret level has an optional corpse removal feature for people who use engines without increased limits. Please read the text file for further information. All maps are released under GPL. Thanks and credits to the original authors.

Screenshots: QExpo booth
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Crashed Again On Level 6 

I re-downloaded the addon to try your changes, and it still crashing on level 6. I'm playing in nightmare mode, with god mode ON and all weapons (rocket launcher, quad dammage, etc). This is my play style ;-)

All other maps are working great. 
In that case, I can't help it. The map works fine when played normally.

I suggest you switch to Bengt Jardrup's enhanced Glquake. It looks and plays just like old 0.97 but has increased limits and lots of other fixes. Using that the map will not crash. 
Dmc3m6 Boss 
Is there an article somewhere that would explain all the various settings in the info_notnull boss? :E Can't tell if changing a lot of them is doing anything. Either seems to work or just breaks when I fiddle with it :P 
will play these when I'm done my map! 
Very Nice Neg 
Great little maps with some pretty intense gameplay! 
I Should Maybe Note 
The previously released maps all have small changes too. Nothing drastic, though. 
Fuck. Great. 
Great. Fuck. 
Nice Stuff 
very short maps, probably would not like them indivdually (except for Dark Ritual because that was made bigger to a medium size map) but combining into and 8 map episode works extremely well.

Also Lun's map looks great, had not seen that before. I assume you didnt touch that one up negke? 
Updated Versions 
As it turns out, some of the entity hacks used in dmc3m6-8, namely the custom shambler, boss_death10 and OgreGrenadeExplode, are incompatible with QW and crash the server, even though they are flagged not to appear on dm. The reason for this is that Quake parses every entity/field on mapstart and only then decides which one is to appear on the current mode, which means that it does come across these monster functions that do not exist in the qwprogs. Hence it crashes with an ED_ParseEdict error.

than: Remember when we talked about this for your dm3rmx? Apparently wasn't just a matter of a missing spawnflag after all.

I've updated dmc3m8 - same download link as before - and made fixed versions to use with QW: QW fix

ZQF: I copied all those fields from a regular shambler. No idea what they all do or if manually setting them all was really necessary. I can only try to make sense of them with a very limited knowledge of QC. Look at shambler.qc and defs.qc for a start. Any proper coder or QC tutorial should be be able to give an idea.

nitin: By touch up I meant stuff like aligning textures, plugging holes/empty rooms, fixing and possibly optimizing some brushwork. This was done in every single map, though to different degrees. 
i tested this for neg, so i won't go into much detail or anything. but one thing i thought was really nice about this was that it felt like playing brand new maps. having never really done much dm at all, i've never seen any of these maps until now! 
You All Are Great 
This oughta be good fun! I'll be back to get it when I have a spot of time! 
But those secrets, very annoying - the runes more than anything.

Still missing one... 
Knowing the original dm maps helps in this respect. I assume the one in the first map is the hardest to find. "Useful" hint: they all require looking up in one way or another. 
<- Rune 
Why need those if Dark Ritual has you collect all four? Am I missing something obvious? 
I think I get it now.

Will have to look harder in maps 2 and 3... 
The other two (well, the first one really) DMC packs used the runes for marathon runs so I felt like I needed to included them here as well for consistency. Having them in the maps, they seemed like a good way to unlock the secret level, because I thought in such small maps a regular hidden exit would be a little cheap. It's indeed strange that you have to collect them 'again' in Dark Ritual - because of the first sp version and the order in which the maps appear. Originally, if the player entered the level with the runes, there was a script that made it look like the enforcers knocked him down and stole the runes (black screen, sounds), but that didn't work out. 
HL1 then.

Also, there is one that requires submerging.. 
Found Them All 
I already played the secret map though so cba to look for the secret exit in map 5 (if there's one).

Very well done pack, negke. Now where's mappi3?! 
Originally, if the player entered the level with the runes, there was a script that made it look like the enforcers knocked him down and stole the runes (black screen, sounds), but that didn't work out.

your haxoring knowledge is quite profound if you even considered doing something like this. o.o 
Don't Encourage Him By Saying He Is A Cool Hacker! 
yeah I thought the same thing when I read that :) 
oh, one good thing about runes reappearing in the the ritual map is it lets you know you messed up and didn't get whatever the first runes were for. :P 
The secret exit is in that very map - it replaces the regular exit. After killing the boss, a centerprint tells you about it. It's pretty silly that I didn't make that information appear in the fifth map already, or even when picking up the last rune in the fourth.

It only comes so late to avoid unbalancing map5 and 6. 
Great Pak 
Yes, really love it!

Found myself hicking up a solid megahealth in search of defense to an ogre that turned out ot be a superexplosive, but nevermind. 
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