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Dr. Shadowborg Inside3D Staff

Joined: 16 Oct 2004 Posts: 726
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Sajt
Joined: 16 Oct 2004 Posts: 1026
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Posted: Fri Feb 12, 2010 6:19 am Post subject: |
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Smashing! Hellsmash is the only reason I get up in the morning!
A most impressive work. The map was excellent in an old-school way. I liked the non-linearity a lot, the fact that forking paths all go a long way so that you really have to choose one and stick with it for a while. It beats a lot of maps the "real" mappers are making, even if they have "better brushwork"... (no, you "real real" mappers are still good though!)
My favourite moment was a certain hallway which later on opens up a bunch of froggies, and the lights go dim... the dynamic lights from the projectiles I was firing from the machine gun were quite impressive (I played in a certain software engine, of course. I really need to add punchangle interpolation to GoldQuake).
The balance was maybe a little off, in favour of monsters with machineguns. They can rip you to shreds in a second, which is a GOOD thing (I played on hard). They're like the cultists from Blood - actually dangerous! It's too bad that the other monsters weren't much of a danger. The ceiling turrets were perfect but could have used a bit more health. The chthon wizard's sounds were a little... well... maybe they could be pitch shifted down a little.
A small mistake noted: in the help menu, you say "+reload" when it should be "reload". _________________ F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe. |
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Dr. Shadowborg Inside3D Staff

Joined: 16 Oct 2004 Posts: 726
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Posted: Fri Feb 12, 2010 8:28 pm Post subject: |
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Sajt wrote: | Smashing! Hellsmash is the only reason I get up in the morning!
A most impressive work. The map was excellent in an old-school way. I liked the non-linearity a lot, the fact that forking paths all go a long way so that you really have to choose one and stick with it for a while. It beats a lot of maps the "real" mappers are making, even if they have "better brushwork"... (no, you "real real" mappers are still good though!)
A small mistake noted: in the help menu, you say "+reload" when it should be "reload". |
Glad you like it!
+reload = d'oh. I'll remember to fix that later.
BTW, in DM and SP play I forgot to mention that you can set your player class / skin by using the aliases:
ranger - regular quakeguy / Phil Hartman (default)
drsborg - Dr. Shadowborg
frikac - FrikaC
sajt - sajt
c0burn - c0burn
wazat - wazat
tomaz - tomaz
edit: submitted this as news to func_ we'll see if it actually makes it up there, and if so, whether it manages to stay afloat, or gets trashed into oblivion.
edit2: I now belatedly realize that while I added the links to the screenshots, and a link to this topic to that news submission, I may have forgotten to add a direct link for download. Damn.
edit3: It's now up at func_. Thread here:
http://www.celephais.net/board/view_thread.php?id=60408 _________________ "Roboto suggests Plasma Bazooka." |
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Baker

Joined: 14 Mar 2006 Posts: 1538
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Posted: Fri Feb 12, 2010 11:51 pm Post subject: |
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Looks great. Can't wait to try it.
By the way, I think it is always a good idea to indicate what kind of engine is required to run a mod nowadays. Even if it is stock Quake as I imagine, people don't automatically assume that. _________________ Tomorrow Never Dies. I feel this Tomorrow knocking on the door ... |
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Dr. Shadowborg Inside3D Staff

Joined: 16 Oct 2004 Posts: 726
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Posted: Sat Feb 13, 2010 12:09 am Post subject: |
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Baker wrote: | Looks great. Can't wait to try it.
By the way, I think it is always a good idea to indicate what kind of engine is required to run a mod nowadays. Even if it is stock Quake as I imagine, people don't automatically assume that. |
Good point, I've updated the original post to reflect that. Future readmes will also include that. _________________ "Roboto suggests Plasma Bazooka." |
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Sajt
Joined: 16 Oct 2004 Posts: 1026
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Posted: Sat Feb 13, 2010 5:13 am Post subject: |
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I noticed that more than the default WinQuake heapsize was needed (I used 32768) and I on one occasion (in coop) managed to run out of edicts (fatal error!) while gibbin' an enforcer. Naturally I should up those limits in GoldQuake... _________________ F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe. |
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c0burn
Joined: 05 Nov 2004 Posts: 158 Location: Liverpool, England
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Posted: Sat Feb 13, 2010 8:42 am Post subject: |
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Yaaaay.  |
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Teiman
Joined: 03 Jun 2007 Posts: 309
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Posted: Sat Feb 13, 2010 11:09 am Post subject: |
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downloading...  |
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c0burn
Joined: 05 Nov 2004 Posts: 158 Location: Liverpool, England
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Posted: Sat Feb 13, 2010 11:46 am Post subject: |
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Did you make all the v_models? They're fantastic. |
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Dr. Shadowborg Inside3D Staff

Joined: 16 Oct 2004 Posts: 726
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Posted: Sat Feb 13, 2010 4:33 pm Post subject: |
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c0burn wrote: | Did you make all the v_models? They're fantastic. |
I did all the animations, and most of the models are modifications I did (exception being Ceriux, who did the main gunmodel part of the blaster model specifically for this mod) of existing models with some mix 'n match. (for example, the Boomstick and Stakegun were both created from the original id g_shot.mdl with some additional surplus parts from said g_shot.mdl)
Here's a full list of the original models these were derived from for anybody who wants to know what I used:
All animations and partial skin modifications - Dr. Shadowborg
Hand models - Stannum (gloom replacement model I believe)
Blaster - Ceruix (gunmodel)
Machine Gun - Xoltan (made from fiend hunter assault rifle model)
Boomstick - iD Software (made from g_shot.mdl, and additional
surplus parts of g_shot.mdl)
Particle Cannon - Steady (this was actually from the vwep he made for avirox's TF mod I believe, I got permission to make a v_model out of it directly from Steady and avirox)
Stakegun - iD Software / Dr. Shadowborg (This was actually a modification of the boomstick model)
Dynamite / Detonator - Ikka Keranen (airquake dynamite)
SmartGrenades - Dox (the grenademodel from his TF model pack, used to make both the v_model, the grenade, and the grenade canister that drops away when it launches the missile)
Think that's it for the v_models. _________________ "Roboto suggests Plasma Bazooka." |
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xaGe

Joined: 01 Mar 2006 Posts: 329 Location: Upstate, New York
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Posted: Sat Feb 13, 2010 4:49 pm Post subject: |
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..This is fantastic! I love it. For me it just fits with the Quake feel & instant classic for me. I finally got the time to play it last night for an hour & it looked & played excellent in DirectQ. I really enjoyed your mapping as well. Thanks!  |
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goldenboy

Joined: 05 Sep 2008 Posts: 310 Location: Kiel
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Posted: Sat Feb 13, 2010 5:43 pm Post subject: |
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Hey!! Congrats Doc! I'll check this when I'm home, glad there is a release! _________________ ReMakeQuake
The Realm of Blog Magic |
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ceriux

Joined: 06 Sep 2008 Posts: 968 Location: Florida, USA
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Posted: Sat Feb 13, 2010 11:31 pm Post subject: |
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i press f1 like your readme says and all i get is information about a ring. what are the binds? _________________ QuakeDB - Quake ModDB Group |
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Dr. Shadowborg Inside3D Staff

Joined: 16 Oct 2004 Posts: 726
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Posted: Sat Feb 13, 2010 11:33 pm Post subject: |
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ceriux wrote: | i press f1 like your readme says and all i get is information about a ring. what are the binds? |
Try left / right on your keyboard?
To make it easy though:
reload - reload your current weapon if applicable
+auxfire - Secondary fire. Every Weapon has one.
(use +button3 in engines that support it instead)
useitem - use your current item. For the belt, it chucks it out for overload on the first press. For the Ring, first one turns it on for your firearm type weapons, the second summons the dreaded item_deathball.
dropitem - drops your current item without using it. (future versions will chuck the unused item out for later usage!)
useaida - brings up your help / info computer. Press the key you bind this to again to make it go away. Note that AIDA stores logfiles which may contain essential clues to completing your mission! _________________ "Roboto suggests Plasma Bazooka." |
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ceriux

Joined: 06 Sep 2008 Posts: 968 Location: Florida, USA
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Posted: Sat Feb 13, 2010 11:46 pm Post subject: |
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how do i bind the use key? iv tried bind e use and bind e +button3 neither work. _________________ QuakeDB - Quake ModDB Group |
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