[Halloween Jam Shared Media] Halloweenjam_prefabs Tweak
rotating door didn't have targetname on info_rotate entity, which made it shake like crazy when opening. so now that should be fixed.
^ Added Double Door Example & Now Target2 Has Pivot As Target
H2p_skeleton.mdl Added, Converted By Xage
Halloweenjam_prefabs Trees And Exit Update
-Trees and skullgate level exit prefab added
tree1.mdl from quoth added
jcr's tree and textures
Where is the link to the shared media for the rest of the stuff? All I see are wads.
I am seeing the mdls in that link.
Everything is there*
On Sunday I decided to add some extra skins to the lovely pumpkin model in the pack - in fact I carved the pumpkin with some nice glow-in-the-dark designs:
3) Quake logo
5) Right arrow
6) Left arrow
Most are just for visual effect although the last two could be handy to aid navigation. Anyway, if you want to use them please do - the model is also designed to be drop-in compatible with the original model (so skin 0 and frame 0 are unmodified).
Except for those on the original skin, don't know what the point of those were. On the new skins those points are where the light shines through the lid of the pumpkin : - )
Ok. I might patch the original skin later tonight. The lid thing makes sense.
Pumpkin With Full Brights Removed On Skin 0
I'm trying to pump (get it!) something out for this. Keep getting wonky compile issues. Missing faces and the like. Argh.
Deadline Extension By 7 Days
Timer should be soon updated, + 7 days.
For this year pack will be more about horror and late-halloween map pack, next year things will start much earlier for sure.
New deadline will be 5th of November and then pack will be released soon after.
Dang. I've been cramming up into the wee hours for nothing? Guess now I'll slack off, lose time, and give up after feeling like it is too unpolished. Ok no. I will finish this one. Must. Beat. Old. Habbits.
I think I found a bug in the AD progs. Has anyone else noticed that when using custom sounds on trigger_relays that they are played immediately rather than after the delay? I looked at the code but in my sleepy daze it didn't seem like it should be doing that.
Try always value your progress, gameplay/visuals everything. We too easily think that time doesn't run fast and soon it is already 5th day.
make a resque mission map
there's a prison, a buddy you have to resque from a zombiefied prison, and there is you and your axe
and a lotsa zombies
ala most resent tv shows
Why Not Eh.
Sounds like a potentially cool idea.
is it ok, if the axe would be the only weapon allowed
Could Be Boring Yes.
But then use of different zombie types, normal axe with Quad to start, power-ups etc.....could be functional??
consider the map as the sm_jam_turtle offspring
Axe Only, Could Work
Could progress from axe to shadow axe. Start with the easy enemies, couple death knights, then sprinkle in zombies, after a bit of running around either give the Quad, or then drop in a shadow axe, then start adding in harder knights, give a quad at the end with a fury knight battle. Could work. You could even have shootable button secrets still, just have to take a leap of faith and thwack them. Keep it relatively short and it won't be terribly boring.
How Goes It??
Hmmm...this is probably my most complex entity setup yet. I'm making heavy use of the entity state system, finding its limitations. Thankfully, trigger_relay remains the most amazing entity ever. And with AD 1.70 you can have it start disabled and enable it later. Yes! This is the coolest replacement for a hack yet.
How goes your mapping? I find I'm having trouble avoiding being too campy. I have some nice creepy sound effects in my library of mods that I'll include with the map though to help out.
This being a Halloween jam and Redfield being a fan of Disney, I'd imagine this would be the perfect opportunity to try and recreate the Haunted Mansion.
Redfield? I hope you haven't retired.
Hope Qmaster pulls through
I liked your previous maps