#51 posted by spy
on 2012/05/17 15:23:26
because you can make it look like this: http://img823.imageshack.us/img823...
yeah , that looks disgusting
#52 posted by Drew
on 2012/05/17 17:55:28
still haven't figured out how to watch mine? Maybe I'll just record in fitz from now on.
#53 posted by negke
on 2012/05/17 18:01:25
Drew's demo was recorded with RMQ's protocol 999.
#54 posted by LordHavoc on 2012/05/18 04:30:58
Actually the bug in some 2012 DP betas with trigger size (teleporters chaining in dm6, items being too easy to pick up, telefragging monsters, etc) was fixed a while ago, it was a side effect of a failed attempt to fix the hip1m1 gold key door (a bug I still haven't figured out unfortunately).
On another topic however - I've heard of multiple map packs being released with either fitzquake or rmq demo protocols, which breaks stock quake compatibility... so yeah, not much respect for "other engines" going around lately it seems. :)
#55 posted by Drew
on 2012/05/18 05:52:22
can I enter a command to make this not a pain in the ass for people later on?
#56 posted by than
on 2012/05/18 07:00:16
Is this not the standard?
If not, what is the standard?
#58 posted by negke
on 2012/05/18 10:00:53
LordHavoc: Ah. I thought it might have been some feature to prevent 'lost' monsters stuck or falling out if teleported inside solids. It does still happen with the 17-May-2012 build.
Most of the time, when people say a map "requires Fitzquake", it's a lazy way of saying "source port with increased limits". Only testing in a single port is not good obviously. But then, more often than not, I found having to do all the bug-fixing and optimizing twice: once for the regular engines, and again for DP. So people may well lose patience with it or tend to go the easy way and ignore it altogether.
Drew: sv_protocol 15. Forcing it to 15 automatically will let run into problems in maps that require increased limits (if you forget to change it then, which is likely).
Compatibility And Standards
#59 posted by mh
on 2012/05/19 19:05:09
There are clearly two standards being talked about here: standard technology and standard gameplay.
It's OK to diverge into non-standard technology sometimes, so long as you're upfront about what you're doing and the reasons why. Providing a backdoor for supporting the original standard helps a lot too.
Gameplay changes are trickier. Quake is positively riddled with gameplay bugs, but it's unfortunately the case that trying to fix those bugs can cause more problems than it solves, because so many maps and mods have come to rely on them.
#60 posted by eerie
on 2012/05/20 00:18:43
awesome map! just as always
Yay, Big Fun!
#61 posted by biffmasta
on 2012/05/29 01:46:46
Super job! I did like the super hard secret! I couldn't chat to my upside down fellow. :(
#62 posted by rj
on 2012/12/30 00:42:23
i didn't like the start of this (the bit with two fiends and a shotgun) - when i failed to kill them on dry land (and died.. i'm not very good) i instead resorted to running round like a headless chicken until they'd both jumped into the water.. then upon realising i needed to swim down there i had to awkwardly shoot through the liquid until i heard the death sounds; transparent water would have helped there!
i am however nitpicking as the rest was awesome. found the YA & MH secrets. got lucky with the shambush at the top as i immediately jumped to one side and telefragged one of them :)
#63 posted by necros
on 2012/12/30 00:53:17
iirc, the first time I played, I got torn to pieces by those two fiends when they flanked me. :P
Sorry About That ;)
#64 posted by than
on 2012/12/30 08:26:35
The fiends at the start can be tough to deal with, and if they jump into the water it's pretty annoying. I don't like transparent water because it breaks gameplay a bit because monsters can't see through it even though the player can. Ideally the fiends wouldn't jump in the water, but they aren't that smart.
Glad you enjoyed the rest of the map anyway :)
Bumping To Add
The thancity textures from this map fucking own.