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The Bloody Slipgates

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  • Guest's Avatar
    Guest replied
    Originally posted by spooker View Post
    i couldnt find teh silver key
    ahhahahahaha

    Leave a comment:


  • MH
    replied
    The standing and jumping on exploboxes thing, by the way, is controlled by ent->v.solid and ent->v.movetype, which are different for instanced BSP models than they are for inline brush submodels. I've coded support for it in an experimental build of DirectQ, and it's not that hard to do. The main consideration is getting the QC entity think interaction done using the old values, but the physics interaction done using the new ones.

    I might write a tutorial for it, but I'm hugely dubious about it as a "feature". The reason why is that it's gameplay changing, and could open up areas in maps that would otherwise be inaccessible. It's also possible that some mods may have done things with exploboxes that such a "feature" would break on.

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  • Baker
    replied
    Originally posted by crowpath View Post
    I haven't played them all yet but these are very good. I just played a couple of the maps from the rmx-pack...awesome. If you have any other top notch SP level recommendations PM me or post them here.
    Spirit runs a top-notch site, Quaddicted.com, packed with every single player map in existence for Quake.

    The Quaddicted site is one of the true wonders of the modern Quake community, the database has the author's name, release date and so forth for 1,000 single player maps with screenshots and ratings.

    Click "Single Player Maps" under Archives on the top left menu there:

    http://www.quaddicted.com/spmaps.html

    My short list of some of the greatest works include Travail, Warpspasm, Insomnia, etc. but everyone has their own personal list of greatest works.

    Leave a comment:


  • crowpath
    replied
    Originally posted by Spirit View Post
    The map was created by czg and Vondur. Quaddicted.com: e1m1rmx.zip - The Slipgate Duplex by czg & Vondur

    Because they released the source to it Lardarse was able to modify the map further to suit the needs of this mod.

    There are more great rmx maps:
    Quaddicted.com: e2m5rmx.zip - The Lizard's Trance by rj
    Quaddicted.com: rmx-pack.zip - Remix Map Pack by Various
    Quaddicted.com: dm3rmx.zip - The Occupied Base by Andrew 'than' Palmer

    Enjoy!
    I haven't played them all yet but these are very good. I just played a couple of the maps from the rmx-pack...awesome. If you have any other top notch SP level recommendations PM me or post them here.

    Leave a comment:


  • Spirit
    replied
    The map was created by czg and Vondur. Quaddicted.com: e1m1rmx.zip - The Slipgate Duplex by czg & Vondur

    Because they released the source to it Lardarse was able to modify the map further to suit the needs of this mod.

    There are more great rmx maps:
    Quaddicted.com: e2m5rmx.zip - The Lizard's Trance by rj
    Quaddicted.com: rmx-pack.zip - Remix Map Pack by Various
    Quaddicted.com: dm3rmx.zip - The Occupied Base by Andrew 'than' Palmer

    Enjoy!

    Leave a comment:


  • Phenom
    replied
    Originally posted by Lardarse View Post
    Which was only included at the last minute because I realised very late (like... 2 day before release) that you can't stand on explosives in engines other than DP. I'm not sure what Travail did to make it possible to stand on them, otherwise I would've included that instead. It's an explobox instead of a crate to add speedrunning options. It also moves with the difficulty to make the jump off of it harder (and the "box jump" needing more accuracy). I should've put a visual aid for the alternative method, though.

    I think the apparent shortage of shells is down to my playing style. I tend to not lead with the nailgun, except on a very few maps where I need to. Also, the nailgun is in its traditional place, but by that point, you've already played through nearly a 3rd of the map.

    I can think of more than a few ways to change what I did, except that I think it's time that I move on from that map. But not the concept...
    You should make more remixes It would be a blast to replay Quake with enhanced architecture!

    Leave a comment:


  • Lardarse
    replied
    Originally posted by mhquake View Post
    Anyway, my gonzo jump at the copper pipes turns out to be totally unnecessary, there is a much easier first-time-every-time way to get that key.
    Which was only included at the last minute because I realised very late (like... 2 day before release) that you can't stand on explosives in engines other than DP. I'm not sure what Travail did to make it possible to stand on them, otherwise I would've included that instead. It's an explobox instead of a crate to add speedrunning options. It also moves with the difficulty to make the jump off of it harder (and the "box jump" needing more accuracy). I should've put a visual aid for the alternative method, though.

    I think the apparent shortage of shells is down to my playing style. I tend to not lead with the nailgun, except on a very few maps where I need to. Also, the nailgun is in its traditional place, but by that point, you've already played through nearly a 3rd of the map.

    I can think of more than a few ways to change what I did, except that I think it's time that I move on from that map. But not the concept...

    Leave a comment:


  • MH
    replied
    Originally posted by Baker View Post
    Yes but it was sheer perfection, even the part where you looked at the Quake Expo 2008 logo. There were no failed jumps even. It was professional grade!
    I'm sure there was one at the crates at the end - hands get tired using a touchpad!

    The looking around and stuff was deliberate though, I wanted to show off all the cool shit that was in this map. You might notice that at times I backtrack slightly or turn around unnecessarily - very same reason.

    Anyway, my gonzo jump at the copper pipes turns out to be totally unnecessary, there is a much easier first-time-every-time way to get that key.

    Leave a comment:


  • Baker
    replied
    Originally posted by mhquake View Post
    You can tell I made it on a laptop, can't you?
    Yes but it was sheer perfection, even the part where you looked at the Quake Expo 2008 logo. There were no failed jumps even. It was professional grade!

    Anyway, here's a LIT file for it too. http://www.quaketastic.com/upload/fi...d_LIT_file.zip
    And the author of the LIT tool himself makes a lit file.

    Such a bountiful harvest for Quake players.

    Leave a comment:


  • MH
    replied
    You can tell I made it on a laptop, can't you?

    Anyway, here's a LIT file for it too. http://www.quaketastic.com/upload/fi...d_LIT_file.zip

    Leave a comment:


  • Baker
    replied
    MH's demo was perfect.

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  • MH
    replied
    Originally posted by Lardarse View Post
    Thinking about it now, I think I know which one you missed...

    Which skill level was that, btw? 3 (or is it 4... I don't remember) of they keys move with each skill level (hard/nightmare are the same).

    I did a run through on nightmare earlier. Ended with 1 less shell than the dispensers give, but a lot more nails, so they aren't technically necessary. But they do help. The hardest thing about nightmare though is that health is very tight. Playing it through again, I think I should've included the grenade launcher somewhere...
    That was an Easy run for the purposes of the demo; didn't know that the key locations changed. Another neat idea.

    Just done a Normal run and got all 25 first time round; it's actually easier to find them on a Normal run as some of the ones that move around are in more open areas. Easy has one in particular very cunningly hidden right at the start (and one hidden but not so cunningly so, if you know what I mean... )

    Hard run, 25. Once again they're easier to find, so paradoxically on Easy it's most difficult to find all 25 keys.

    Definitely agree with you on the shells/nails balance, maybe even swapping one of the nail boxes for a shell box would have been sufficient. Didn't feel the need for a GL though, the stock e1m1 weapon set was more than adequate.
    Last edited by MH; 08-03-2009, 04:25 PM.

    Leave a comment:


  • Mindf!3ldzX
    replied
    tough level, havent beat it yet,but indeed quite a refreshing take on Quake. I wouldnt mind seeing more of these.
    playing it on nightmare mode,squeezing every drop of fun out of it.

    I should probably begin using the savegame feature though.

    Leave a comment:


  • Lardarse
    replied
    Thinking about it now, I think I know which one you missed...

    Which skill level was that, btw? 3 (or is it 4... I don't remember) of they keys move with each skill level (hard/nightmare are the same).

    I did a run through on nightmare earlier. Ended with 1 less shell than the dispensers give, but a lot more nails, so they aren't technically necessary. But they do help. The hardest thing about nightmare though is that health is very tight. Playing it through again, I think I should've included the grenade launcher somewhere...

    Leave a comment:


  • MH
    replied
    Originally posted by Baker View Post
    If you do, I'd like to turn it into an AVI for YouTube.
    Sounds like a good idea. Here we go:

    http://www.quaketastic.com/upload/fi...ates25Keys.zip

    This is, I believe, a close to ideal route through the Bloody Slipgates, getting all 25 keys. It's an easy run as the purpose is to show the key locations rather than my 1337 ph34rs0m3 5k1llz.

    It was recorded on a laptop, hence the sometimes jerky or clumsy play (no strafing, no backpedalling, a touchpad, you know the story). I've also deliberately left in some unnecessary searching around in some areas, as the purpose of the map is exploration and finding secrets.

    If you run this demo *before* at least *attempting* the map a few times, you'll likely spoil the map, and will only have yourself to blame. You have been warned.

    I'd LOVE to see some speedruns through this.
    Standard protocol 15, recorded on WinQuake, feel free to chop or edit some of the timewasting I did (or leave it in, as you see fit! )

    Leave a comment:

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