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Undergate Re-Release

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  • roundtree
    replied
    Hello, thank you for making this mod! I really wanted to get this to work BAD, but it did not work in the format presented with my source ports... so I took the folders + the progs.dat file and used pak.exe to turn them into a pak. Renamed it pak0.pak and stuck it in a folder called undergate. Works perfectly now, but I've only tested with Darkplaces and FTEQW. Anyway, I just now tried Undergate for the first time ever last night. AMAZING!!! I was just packing these files for my own use, but I threw the file up on Mediafire in case anyone wants to use it (I hope that is ok)

    https://www.mediafire.com/file/w1psh...ergate.7z/file

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  • irukanjji
    replied
    Hi Seven, thanks a lot

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  • Seven
    replied
    Hello irukanjji,

    Sorry for the late reply.
    Here is a link to the newest version of the map pack: DOWNLOAD

    Have fun,
    Seven

    Leave a comment:


  • irukanjji
    replied
    Hi Baker, this Download:
    Code:
    [URL="http://quake-1.com/files/maps/undergate.zip"]The Undergate - 101 MB[/URL]
    dont work anymore, can you upload it again, many thanks

    Leave a comment:


  • Maraakate
    replied
    I should also preface that it's not perfect yet. Some maps might still get stuck with traps and other silliness. If you find a map that's acting funny post in this thread and I will go through and fix it. You can really save me some time if you have a fixed ENT file for me to upload.

    Other goodies include:

    - If a player picks up a key, it is added to everyone's inventory.
    - Start with weaps 1,2,3 and 4.
    - Extra weapons picked up will be added to a players inventory on join.
    - Centerprints are output as a con_printf, so everyone can see it. (Can be disabled via SETINFO params)
    - Respawning ammo and power ups
    - Biosuits respawn instantaneously. Great for maps that require long swimming (like continuum)
    - Checkpoints on some maps. Episode 1, 2 and 3 are finished. A few undergate maps have them as well.
    - Nightmare skill has respawning enemies and the axe will gib zombies.
    - Voting to restart, end the map, undergate, other episodes, other maps, or random maps.
    - Constantly adding new maps from Quaddicted. If you have a map that doesn't require special progs (or can function just fine without one) let me know here and we'll add it.

    A huge thanks to freewill for all the QC coding to make this happen!
    Last edited by Maraakate; 01-14-2012, 06:33 PM.

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  • Maraakate
    replied
    Most of the maps are fixed that had issues. And there's new episodes (such as BBELIEF), map voting, and some extra maps from quaddicted that I've been adding sporadically.

    If you guys haven't played on it yet, check it out. maraakate.servegame.com:27503

    Leave a comment:


  • Mindf!3ldzX
    replied
    You sir, are pushing my ability to play nice.

    NQ>QW. Why? You're at a NQ dominated forum.

    Leave a comment:


  • Maraakate
    replied
    Originally posted by smokey View Post
    Maraakate- are these changes goin to be available for netquake? i am a QW newb and have no idea how the maps/entities translate to the netquake servers. Much along the lines of what Mindz was saying i would like to replace the current co-op intro slipgate with the new Undergate, enlarging the selection of maps for rQuake COOP. If you need any help making this possible let me know i have used qoole and worldcraft in the past to try and make my own maps(even tho they were pretty basic ) and have a general idea of the process. Even if the process is sounding complicated let me know, im taking comp sci in school and am willing to devote some time to putting this together.


    BAKER!!!--feel free to drop in to the servers sometime i miss our old ra matches from what...6-7 years ago now?
    (were you not in me and kathos(angel)'s runequake clan [DA] back then? )


    I was also thinking is it not possible just to load up the Undergate map on a server running the CO-Op mod???
    this seems too easy.....
    There's really no point to bring it to NQ as the network stack sucks on NQ.

    On an unrelated note, quake.shmack.net is also on QW why does nobody use it?!

    Leave a comment:


  • Mindf!3ldzX
    replied
    plinko fucking rules.
    The Price is Right former biggest Plinko win primetime - YouTube

    Leave a comment:


  • smokey
    replied
    Originally posted by smokey View Post
    I was also thinking is it not possible just to load up the Undergate map on a server running the CO-Op mod???
    this seems too easy.....
    HAHA yeah....was obv too easy i tried (i have the winquake coop server foq posted) loading the undergate onto the co-op server and was getting errors to do with spawn points as spoken about before. Then i tried loading undergate at single player with proquake, and was getting an error message along the same lines (after it connected me to a proquake server for some reason) so........is it just going to be as easy as adding spawn points into the maps? If i remember correctly that is like one of the easier parts of mapping just drag and drop them in like youre playin plinko on the price is right..ima keep at this if anyone has some suggestions let me know....

    Leave a comment:


  • smokey
    replied
    Maraakate- are these changes goin to be available for netquake? i am a QW newb and have no idea how the maps/entities translate to the netquake servers. Much along the lines of what Mindz was saying i would like to replace the current co-op intro slipgate with the new Undergate, enlarging the selection of maps for rQuake COOP. If you need any help making this possible let me know i have used qoole and worldcraft in the past to try and make my own maps(even tho they were pretty basic ) and have a general idea of the process. Even if the process is sounding complicated let me know, im taking comp sci in school and am willing to devote some time to putting this together.


    BAKER!!!--feel free to drop in to the servers sometime i miss our old ra matches from what...6-7 years ago now?
    (were you not in me and kathos(angel)'s runequake clan [DA] back then? )


    I was also thinking is it not possible just to load up the Undergate map on a server running the CO-Op mod???
    this seems too easy.....
    Last edited by smokey; 11-24-2011, 11:59 AM.

    Leave a comment:


  • Seven
    replied
    Originally posted by Baker View Post
    So you might add a nail gun to that map
    I always change a maps .ent file to have these items near the spawning point at the start.
    Otherwise I usually die too quick.

    Leave a comment:


  • Baker
    replied
    Originally posted by Maraakate View Post
    Finally got around to poking with external ent files and it's retardedly easy.
    Sounds hard at first, then you start doing it and it is easy. Just real hard to explain in a post.

    We're doing it on a per-map basis, but a fair share of maps do play and honestly I think we've played just about every one now! lol.
    Hehe After I finished the Undergate off, I probably spent a great many hours playing the maps. I had to screen the maps before including them obviously. And you'll probably locate a couple of "mistakes".

    There is one map that is supposed to be #2 in a set of 2 maps and has no weapons but plenty of nails (but you have no nail gun). I've come seriously close to beating the map without any weapons in a couple of Herculean efforts, but, well ... it is probably impossible (except in coop where you could respawn). So you might add a nail gun to that map

    Also one map set has a bad sequence. The author made like 5-6 maps but it was unclear how they connected together (one of the project goals was absolutely no modification to the originals and this meant no renaming either ... 100% as the authors had made the maps). I tried to guess and one of the maps has a secret exit to another map in the series [except well ... I couldn't find this hidden exit and I was screening 104 maps]. Well, I guessed wrong somewhere and the sequences does not play in the right order.

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  • Maraakate
    replied
    Finally got around to poking with external ent files and it's retardedly easy. So now I've been able to find and fix trap doors that prevent you from moving forward as well as creating spawns.

    We're doing it on a per-map basis, but a fair share of maps do play and honestly I think we've played just about every one now! lol.

    Leave a comment:


  • Baker
    replied
    Originally posted by Maraakate View Post
    Also, the source to the BSP is not in that file you linked me to.
    http://quake-1.com/files/maps/undergate.map

    You can open undergate.bsp with TexMex to pull the textures out of the .bsp

    Leave a comment:

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