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Q1SP: Digs06 - The Anomaly 2: Water
To map want to use oldstyle water. So before the game read the section "Recommends" in the file digs06.txt. At the moment, the best engine for this map is RMQ. Equally important is the transparency of water. I recommend r_wateralpha 0.3

ps. I host my site is antihotlink, thus giving a reference not to the map, and on the page. If someone has the opportunity, upload the map in another place.

Quaddicted mirror:
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Oh Shi... 
going to sleep now... will play this later! O_O 
Jesus What 
Number of Secrets: 20 
This Has To Be Seen To Be Believed... 
First run, did ti on skill 1, figuring a Digs map would have featured enough challenge anyway.

Boy, was I right...

Managed to die @ final fight anyway.

Beware: 33,1 mb zip of a 130+ file. Long and boring as hell. Recorded over 3 hours while working, so there are a lots of mistakes and boredom going on. People kept popping inside my office.

This is a real beauty.

And if you thought previous Digs' maps were mindfuckers, think again...

Great job. 
Digs Is The New Markus Klar 
Awesome level. Nonlinear, heavy exploration and lots of mindtricks again. Prepare to get lost and/or confused. :)
Good style and some really epic areas, like that wheel thing, and other warped ones. Some of the jumping bits were a little frustrating at times. 20 secrets, that must be a new record. I only found 4. I died a few times on skill 2, but only due to being cornered and boss'd, so no unfair situations overall.

At first I set wateralpha too high, but 0.3 is good and necessary here. Interesting use of water textures on the tubes.

Thanks for this excellent release!
Here, have some demos in return: (Fitz085) 
By The Way 
Which compiler(s) do you use? I noticed the solid sky here and in your speedmaps. Usually only very old versions of QBSP do that. Or did you forget to set -transsky on TreeQbsp? 
Fitz085 As Well. 
But SDL on a mac. (Quakespasm). 
Utilities Bengt Jardrup. I cover brush the sky which is the usual texture, and texture of the sky imposed only on the visible face. Therefore, the sky turns solid 
This way it doesn't remove projectiles. 
Excuse me, do not really understand the question ... When one side is the usual texture brush, brush the whole becomes solid. Outsiders him ejected. There is a suspicion that water is working well: if one side other than water, then it will not be possible to swim 
My question was if you did that on purpose, with the intention of making the sky solid. Because normally the whole brush needs to be sky-textured for the projectile removal to work (you know, when you shoot a rocket into the sky and it disappears and not explode like here). 
Yes, did it on purpose. For some reason I like it :) 
Very fun and diverse, there was something interesting every several steps ahead. Nice 'deceptively classic' style, felt a bit futuristic and clean in some parts but was very good otherwise. Some great moments like the huge circular area. My favorite part was probably the place where simple jumping from crate to crate turns out to be something bigger. :)

I did mess up pretty badly with the last button though, and ended up noclipping. Sorry about that :(

50 minutes of tedium and frustrated noclipping (host_framerate 0.04 is your friend): 
Not sure if I broke it or if I am just too dumb to figure out how to progress. I kinda-trickjumped over the barrier in the "big wheel" room and found that lg secret but neither of the barriers in the waterways of that room are opening. 
30 Min Demo 
until its been crashed


great level with bizarre layout and confusing gameplay :) 
What's with all the crashes? Before recording the demo I got a hunk_alloc error twice (fitz 0.85). 
You Have To Increase Max_edicts To 8092 Or Something? 
Mine was a Host_Error: SOLID_BSP with a non-bsp model when I shot rockets at the "zombies" in the lg secret. 
spy: According to digs this map needs 1500, my default is 2048. 
Mine was a Host_Error: SOLID_BSP with a non-bsp model when I shot rockets at the "zombies" in the lg secret.

mine was similar , when i shot rl to quad secret? 
The crashes are caused by four func_ entities (two walls, two doors) without brushes attached. This happens easily with Radiant when deleting brush entities 'manually'. Can be fixed by extracting the ent list, deleting these four entities and inserting it back with qbsp/light -onlyents. 
Bengt Jardrup's Glquake displays a warning for such things in the console when loading the map on developer mode. 
Oh, And 
Hunk_alloc is because you need to increase the heapsize for this map. 
The Map Src Is On The Website, Btw. 
So i the src for digs05. :)

Also, there might be some textures flipped, though it might be intentional ;). here is a screenshot. 
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