Yeah
#603 posted by ericw on 2015/08/19 20:21:54
lights with a "targetname" switch on/off when triggered. I think there's a spawnflag to make them start "off"
#604 posted by ma†echa on 2015/08/19 20:27:40
Huh, I ran -onlyents recompile on my map like 5+ times, but it still seems to work just fine.. (since the light that gets switched on is what I was tweaking each time) using tyrutils-ericw
2PSB
#605 posted by Spirit on 2015/08/19 20:29:22
Anything reasonable supports BSP2, RMQEngine should be all that only supports 2PSB and no one should care (nothing against RMQ there). QuakeForge explicitly does not support 2PSB but BSP2. Afaik there is only one minor difference format wise. It just makes no sense to use that format. :\
Tronyn's other maps only used it because he didn't know better.
Had A Feeling...
#606 posted by ShoTro on 2015/08/19 20:40:42
but didn't see the discussion about the level name. Sent
Its Happening!
#607 posted by DaZ on 2015/08/19 21:02:26
Thanks Daz!
#608 posted by ShoTro on 2015/08/19 23:25:45
While this map might be a lot of half baked ideas thrown together this jam has though me where to set my expectations next time.
Though -> Taught
#609 posted by ShoTro on 2015/08/19 23:27:33
It is late. Stupid auto correct
Online JAM6 Coop Server
#610 posted by Butane on 2015/08/20 04:15:27
I set up a coop server running JAM6 at 67.55.27.60:26001 If anyone's interested in playing with others. I'll leave it online for a few days. If it's offline assume the wifey shut off the PC.
#611 posted by - on 2015/08/20 04:49:11
That's cool!
Please note, my map DOES NOT WORK in coop, I even placed the coop spawn in a little box informing the player of that. Sorry! some of the things done in my map are broken if you play it coop, but accepted that since few people actually play coop :(
(Also, we should keep future discussion to the release thread!)
Total_newbie
#612 posted by aDaya on 2015/08/20 09:43:31
Your feedback will help me a lot. I have ideas on optimizing the level without deleting the actual paths.
As for the enemies your criticism still stands, but that's also because I haven't finished doing difficulty works on them. I reserved that for when the level worked 100% first.
DLC
I procrastinated like a champ and restarted about 3 times. I was having a world of pain with rock faces using the vertex and clipping tool in jackhammer. But I think I came up with a neat solution. So far I've had no strange errors, disappearing brushes etc.
I made the area I wanted to be cliff face out of a solid and split it into even sized cubes with the clip tool. I then made a corner convex, a corner concave and a slope shape. These are all the same size as the aforementioned cubes. Now building is just like minecraft... Sort of.
If I want to change the angle of part of the cliff I can stretch it to double its length with no errors. If I want a part of the cliff to jut out I can rotate the blocks 180 degrees. It's working out pretty well.
DLC
#614 posted by ShoTro on 2015/08/22 11:20:38
When is DLC being released? Deadline?
#615 posted by necros on 2015/08/22 15:37:29
I think I will rework my map to be more than just a lame tech demo, but I will probably do it as a separate thing because I'd want to use some custom qc... Probably want to get some moving machinery stuffs, ohhh maybe a tram ride or something. That'd be cool. I remember way back we talked about bezier curves, would be interesting to try to get that going in qc.
#616 posted by Spirit on 2015/08/22 15:44:42
FYI I loved the atmosphere of your map. The sparseness of monsters felt right. Lighting and textures are gorgeous. I'd rather play more maps like it than having it changed.
#617 posted by necros on 2015/08/22 16:44:00
interesting... i thought the main complaint was the lack of fighting. i can certainly preserve the slower paced gameplay, although i am sorely tempted to do a chthon horde fight somehow. ;)
#618 posted by ptoing on 2015/08/22 18:30:15
Chthons all around the level in the lava!
The thing I found most irritating though was the sparklies everywhere, esp dark areas, since the level is unvised. Did you have issues with vis, or was it just because time?
Also,
#619 posted by ptoing on 2015/08/22 18:30:55
tasteful use of Doom textures, I enjoyed that.
#620 posted by czg on 2015/08/22 18:33:44
Necros: There's some bezier spline code in the honey progs if you look through it. It's not perfect, but it could maybe be a starting point.
#621 posted by necros on 2015/08/22 18:44:35
ptoing: the level doesn't vis because the utility crashes :P i never bothered reporting it to eric at the time because itwouldn't have helped at all since the entire map is basically one giant room and he was working on that tronyn/eric collab at the time.
i've been meaning to send a bug report to him afterwards but kept forgetting...
what might help is changing the walls that contain the map to use a black texture so that sparklies will be less of a problem.
now, from what i remember, sparklies are caused by t-junctions not being created, and there were some problems with that during compilation.
czg: cheers, dude!
Necros
#622 posted by ptoing on 2015/08/22 19:06:18
Ah, that makes sense. It still is a pretty damn impressive map either way. And an excellent proof of concept for Warren's OBJ2MAP tool.
Gameplay Is Not Something I Expect When Playing Quake Maps
#623 posted by killpixel on 2015/08/22 19:56:30
That's in no way a slight against all the very talented people who make these maps. I just find quake to be inherently boring on the gameplay front. The drip-feed of zigg-zagging bullet sponges isn't my thing.
I play these to see new ideas and executions, occasional gameplay novelty and to admire the technical mastery. IMO, Necros, I don't think your map needs to be changed. Especially not on the gameplay front, that would add little to no value to me. That's just me and I believe I'm in the minority on this topic.
Make more lame tech demos, they rock.
#624 posted by JneeraZ on 2015/08/22 20:08:24
"That's in no way a slight against all the very talented people who make these maps. I just find quake to be inherently boring on the gameplay front. The drip-feed of zigg-zagging bullet sponges isn't my thing. "
I definitely feel that. I love the game and the atmosphere but the combat is just too old to really enjoy anymore. For me, at least.
That's why most of my maps suffer from a lack of monsters or really good fighting spaces ... because that doesn't interest me. :P
#625 posted by Rick on 2015/08/22 20:28:40
I'm the same way. I don't even put monsters in on "easy" anymore (unless required for progression).
I also tend to think that boss fights and/or big arena fights are old and tired relics from the 90s.
Generally once I get to what is obviously the "big finale", I give it one or two tries then call it a day.
Warren
#626 posted by killpixel on 2015/08/22 22:09:35
That's why most of my maps suffer from a lack of monsters or really good fighting spaces ... because that doesn't interest me. :P
I made a map once, it was pretty spaces with obligatory monsters dropped in.
Encounter design is very interesting to me, Quake simply doesn't offer much in that regard.
Doom, on the other hand, has a compelling beastiary on it's own, but when coupled with great maps... hnnnngggg
Nice Opinions Y'All.
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