Originally posted by spooker
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The Bloody Slipgates
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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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Originally posted by crowpath View PostI 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.
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.
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Originally posted by Spirit View PostThe 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!
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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!
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Originally posted by Lardarse View PostWhich 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...It would be a blast to replay Quake with enhanced architecture!
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Originally posted by mhquake View PostAnyway, 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.
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...
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Originally posted by Baker View PostYes 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!
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.
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Originally posted by mhquake View PostYou 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
Such a bountiful harvest for Quake players.
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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
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Originally posted by Lardarse View PostThinking 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...
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.
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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.
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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...
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Originally posted by Baker View PostIf you do, I'd like to turn it into an AVI for YouTube.
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.)
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