 Jago
#1 posted by Vondur [81.195.21.50] on 2004/11/10 01:34:12
go finish your qsp first, bastid
 .
#2 posted by Jago [81.197.201.94] on 2004/11/10 03:35:44
I've long been looking at DKT Norway textures and wondering why they were so underused. I can only recall 2 "major" maps using this set, Lilith from Vondur and a SP map from KONA. I also think that 1000 brushes is a much better limit than 100 brushes. You can actually make some beatiful things with this and yet you are still quite limited at the same time. I'm in.
And no, I haven't abandoned my other Q1SP project :)
 W3rd.
#3 posted by Shambler [82.38.194.13] on 2004/11/10 04:09:43
Good idea, great for forthcoming season and proper winter vibe. Personally I think you should be allowed some other winter textures in there too but hey I'm sure DKT E3 will work fine.
Good luck guys, I will definitely be interested in the results.
 Bl1tz
#4 posted by Jago [81.197.201.94] on 2004/11/10 06:42:53
I need a small clarification: does the "DKY Norway theme" imply we can ONLY use the textures from that WAD or does it mean that we should primarily be using textures from that WAD? Ihope it's the latter.
 You're Also Allowed To Use Wizmet1_2
#5 posted by czg [195.18.173.68] on 2004/11/10 09:06:08
 I Think Bl1tz Means
#6 posted by Zwiffle [69.210.56.234] on 2004/11/10 09:29:52
It's DKTe3/idbase of course.
 /me Hugs Wizmet1_2
#7 posted by necros [142.150.107.61] on 2004/11/10 11:03:37
 A Few Questions
#8 posted by HeadThump [65.140.59.23] on 2004/11/10 12:10:14
should we,
hold off on showing Beta shots of our work?
1000 brushes, does that include structural brushes and function brushes, or just structural in the 1000 count?
 Bleh
#9 posted by Vondur [81.195.21.50] on 2004/11/10 12:38:45
that includes bmodels as well...
;)
 Empty Title
#10 posted by Jago [81.197.201.94] on 2004/11/10 12:56:34
I plan on not showing the map until it's done and yes, 1000 brushes means bmodels are included in that number.
#11 posted by Blitz [24.218.173.126] on 2004/11/10 15:15:19
Headthump -- I would hold off...
Jago -- I'm going to say only the DKT wad simply because I really don't wanna see any Quake textures, as that kinda defeats the point. That being said, obviously clip, skies, and other "necesary" textures are allowed, but refrain from using the structural texs.
 OK Great!
#12 posted by Dancomosh [200.117.43.128] on 2004/11/10 19:43:08
But,my questions are:
1)SP or DM >ctf-ra...
2)Day, exactly when
3)Sending, (To which e-mail?)
bye! QUAKE is the Best!
 I Have Found
#13 posted by HeadThump [65.140.58.155] on 2004/11/10 20:24:13
some of the textures in the wad have some overbright issues -- specifically, wellside2 and support01.
 Title Cannot Be Empty
#14 posted by Blitz [24.218.173.126] on 2004/11/10 20:25:42
1) See topic...
2)I'd like to have all maps in by December 1st, but it won't be considered if it's later than December 4th.
3) Send your maps (.bsp, .map and .txt) to teh_blitz@comcast.net -- please .zip or .rar it.
 Headthump
#15 posted by Blitz [24.218.173.126] on 2004/11/10 20:31:04
If you need to make coloring changes to correct fullbrights, that's fine.
 Kewl
#16 posted by HeadThump [65.140.58.155] on 2004/11/10 20:40:10
just a simple darkening with Wally will do it.
 Texmex Has A Lovely 'remove Fullbrights' Feature
#17 posted by pope [207.216.236.96] on 2004/11/11 02:44:58
i suggest you use it or face the horrendous effects that happens to Vondur(tm) maps
 Pope
#18 posted by Vondur [195.128.65.237] on 2004/11/11 03:10:25
i will kill you
 Bp:
#19 posted by metlslime [66.135.131.90] on 2004/11/11 03:23:10
fullbrights and overbright are not the same thing.
 And Also
#20 posted by Mr Fribbles [220.253.14.241] on 2004/11/11 05:25:04
gl_fullbrights 0 in FitzQuake if you need to turn it off for a particular map. Or something similar. Correct me if I'm wrong, Metl!
 New Wad, Then?
#21 posted by LTH [62.249.237.147] on 2004/11/11 05:42:26
If there are fullbrights in the wad and someone has corrected them, do they fancy posting the new wad for those us who can't bothered? Saves effort.
Oh yeah, I might make one. I think I can just about stretch to 1000 brushes before I run out of ideas.
kthxbye
#22 posted by HeadThump [65.140.59.167] on 2004/11/11 11:12:09
I have been retexturing some old temple based maps to get a feel for this texture set.
With a reshading in Wally, the results aren't so bad. The brick portion of the testures blend in well with the other bricks (support01 is actually a bit loud in contrast to the others unmodified). There is a slight loss of high end noise in the snow portion as it now looks slightly peed upon.
I'll try your recommendation, blackpope and see which is the more tolerable version.
 Fullbrights/overbrights
#23 posted by Blitz [24.218.173.126] on 2004/11/11 22:38:44
Yeah there are a few textures in this set in addition to the ones Headthump mentioned that have fullbright issues.
What do people reccomend as the best course of action? I messed around a bit in Wally but got frustrated because it was coming out a bit off...
Thanks.
 Hehe...
#24 posted by distrans [203.32.39.126] on 2004/11/11 22:58:06
...best course of action = = beg and grovel to Kell, send him .wad, upload fixed .wad upon its return to you.
 Metl
#25 posted by pope [207.216.236.96] on 2004/11/11 23:59:12
yeah, im aware that obrights and fbrights are different. But the DKT wads DO have heinous fbrights lurking in them. (run lilith.bsp in software - von will now kill me 2x)
as for obrights, well...could you enlighten us? Because until now I've never seen the term used...
 Blackpope:
#26 posted by metlslime [66.135.131.90] on 2004/11/12 00:13:58
well, if some of the textures have "some overbright issues" and the solution is "a simple darkening with Wally" then my assumption is that the guy means the textures use such bright colors that in engines that support overbright (winquake, fitzquake, darkplaces) the texture will wash out to white in brightly-lit areas.
Or, he could have meant to say "fullbright" and was simply confused.
 What What'is Name Said Is Correct.
#27 posted by HeadThump [65.140.59.192] on 2004/11/12 01:47:57
The reference to snow was meant to give it away what I meant earlier without getting bogged down in the detail.
I particularly dislike washed out overbrights, even if it is a more realistic effect.
The textures do need to have the fullbrights removed though. I don't mind doing it manually. Just a seek and destroy mission with the eye dropper tool in Wally.
 Removing Fullbrights
#28 posted by Preach [131.111.249.211] on 2004/11/12 04:31:11
There are quicker ways of removng fullbrights from a texture, particularly if the texture has a lot of them. One is to import the texture into QMe, strangely enough. Make a model with a skin the same size as the texture, then import the texture in question as a skin for the model. Select skin pallette map editor from the view menu, and clear the tickboxes next to the two fullbright rows. Qme will automatically map the fullbrights to the nearest colour that's not a fullbright. Export the texture again and it's done.
The second way would be to make a custom palette in your image editor of choice(I use gimp for this). Just make a palette that doesn't contain the fullbrights, convert the image to that palette, then convert it back to the regular quake one. Make sure you have nearest match for the conversion, not dithering. Otherwise you'll get noise on other parts, or might even get fullbrights again when you do the second conversion.
I've not had a look at these textures, so if there are only a few with 4 pixels wrongly fullbright the above is probably too much hassel. But if you've got a lot of textures to deal with, a production line using those tools should be much quicker.
 The Problem Is Solved Easiest In Wally
#29 posted by Blitz [24.218.173.126] on 2004/11/12 04:53:10
Simply take the textures that are coming fullbrights for you (don't bother combing through the whole set, we DO only have a little while to finish this :)) extract them to .mip. GRADUALLY decrease the brightness until the fullbrights are gone. Rename it so you don't overwrite the original in case it doesn't work, and just apply it. It took me literally a minute to do.
Don't worry about snow coming out too dark...it looks fine after darkening slightly in Wally.
GG
 Or...
#30 posted by metlslime [66.135.131.90] on 2004/11/12 05:15:57
you can just copy and paste each image in texmex, assuming you have fullbrights disallowed in the options menu.
 Fullbrights
#31 posted by Mike Woodham [81.153.72.24] on 2004/11/12 07:43:33
Texmex does not clear all the fullbrights when using Fitzquake or Darkplaces as the engine. But they do disappear in GL.
Do I remember something about a 'stray' fullbright?
 He He
#32 posted by HeadThump [65.141.73.250] on 2004/11/12 11:22:48
Don't worry about snow coming out too dark...it looks fine after darkening slightly in Wally.
<\i>
It is Quake afterall. Even the snow should be grimey.
 Mike:
#33 posted by metlslime [64.124.188.211] on 2004/11/12 15:02:49
Texmex does not clear all the fullbrights when using Fitzquake or Darkplaces as the engine. But they do disappear in GL.
glquake doesn't support fullbrights at all.
 Metlslime
#34 posted by Mike Woodham [81.153.72.24] on 2004/11/12 16:18:01
Ah, that explains it, thanks. But it's a bugger that Texmex isn't clearing all the fullbrights: I don't think I would have the patience to clear the leftovers by hand.
Perhaps someone has already done it???
Although, thinking outloud, if I could tell from within Texmex (or other package) which textures had fullbrights, I could simply select a texture set from the .wad that did not include any fullbrights.
 Well
#35 posted by Blitz [24.218.173.126] on 2004/11/12 16:41:19
I'm going to extend the deadline a few more days because of this .wad fiasco. I really should have checked it out beforehand.
The new date is Decemeber 6th.
Sorry for the confusion.
#36 posted by Zwiffle [69.210.85.126] on 2004/11/12 17:25:13
I might be going over the 1000 brush limit... but only by a little.
 Hahaha
#37 posted by Blitz [24.218.173.126] on 2004/11/12 18:00:46
I can't bend EVERY limit I've set so far. Keep it at 1000 or under Zwif...or else some goons will come to your door with leadpipes -- and they won't be there for some kind of home-makeover reality show if you get what I'm saying.
 Well
#38 posted by R.P.G. [24.136.230.101] on 2004/11/12 19:24:10
With 1000 brushes, you should be able to make just about anything.
 Re: Hahaha
#39 posted by Zwiffle [69.210.85.126] on 2004/11/12 22:31:58
I'm at about 500 now, and I've only got one room detailed. But then, you'll never know if I go over unless you count every single brush in the map!!! MUAHAHAHAHAHAHAHAHA
 ..?
#40 posted by necros [66.185.84.208] on 2004/11/12 23:47:10
in gtkr: there's a mapinfo box which displays brush count, quark407 has the same thing...
 Necros
#41 posted by Zwiffle [69.210.85.126] on 2004/11/12 23:50:19
shhh, don't let them know man.
 Technically
#42 posted by pope [207.216.236.96] on 2004/11/12 23:56:03
we wouldnt have to count every single brush in the map, just count to 1000. And since the 1st room is 500, we can just scratch that off and start counting at room #2.
:D
 Blitz Organizing A Q1SP Map Pack!
#43 posted by Its me again [213.158.12.236] on 2004/11/13 00:31:03
omg! Im definately IN
 Zwiffle.
#44 posted by Shambler [82.38.194.13] on 2004/11/13 04:22:25
The idea is that you stick with the rules of the contest, aye? That's part of the challenge and theme, learning to work with the 1000 brushes rather than the usual Quake limits.
 You Guys Suck
#45 posted by Zwiffle [69.210.85.126] on 2004/11/13 12:22:51
Now I have to start a new map. :( I'll just work this map into a proper man then, I s'pose.
 Errrrrr
#46 posted by Zwiffle [69.210.85.126] on 2004/11/13 12:23:12
man = map
;P
#47 posted by pope [207.216.236.96] on 2004/11/14 05:33:59
freud? are you there?
 Knave
#48 posted by Zwiffle [69.210.85.126] on 2004/11/14 16:16:11
Is it OK if I use the lava textures from knave.wad? I think they are the best lava textures in any q1 wad I've seen, and that's the only tex from knave.wad I'd use. Pretty please?
 Fuck You Speedy
#49 posted by Blitz [24.218.84.255] on 2004/11/15 04:19:10
 Blitz
#50 posted by JPL [213.30.139.243] on 2004/11/15 04:52:43
Well, I've downloaded the Daikatana texture set, and for sure there are good stuff in it... but just some questions about your "pack wishes"... Globally I think it's a good idea but, did you fixed a kind of "target date" for the map(s) delivery ?? What is/are the theme(s) you would like ?? You mentionned winter/snow theme... but is is really enough to start with ?? And so are the designers fully free to build whatever they want ?? etc..etc.. So, I think some "general" guiding rules, or something like this, should be great to "drive" each mappers in order to have a real pack consistency.. Do you agree ?? or not ?? That were just comments coming as evidences to me...
 Jplambert
#51 posted by nitin [138.217.2.9] on 2004/11/15 05:07:18
build whatever you want with the texture set by 10 december.
anyone correct me if I'm wrong.
 Well
#52 posted by JPL [213.30.139.243] on 2004/11/15 05:34:03
Thousands apologizes, I've read too quickly the thread's "header", and all the informations are here, and I missed it... Well, If I have time I will try to build something for you...
 It's December 6
#53 posted by Blitz [24.218.84.255] on 2004/11/17 02:21:35
JPL -- build something with those textures, keep it under 1000 brushes, and make sure it has some kind of snow/ice somewhere in the map (but don't make a QMD style house with 1x1 texture of snow inside of an ice cube tray inside of a freezer)
 Blitz
#54 posted by JPL [213.30.139.243] on 2004/11/17 03:35:13
... I'm very disapointed about your last meany advice about my "mapping potential"... *sigh*
 W Hat?
#55 posted by Blitz [24.218.84.255] on 2004/11/17 04:26:56
To what are you referring JPL?
 Blitz...
#56 posted by JPL [213.30.139.243] on 2004/11/17 04:38:34
I refer to this...
... snow inside of an ice cube tray inside of a freezer...
I'm not so stupid to build an "cubic snowed freezer" map... errrr... like I've seen for Unreal DM (Hamster Cage, or Bathroom, or Freezer ....)... cool DM levels indeed.... anyway...
... So don't be afraid, I'm not angry... I was just joking... bleh...
 ;)
#57 posted by Blitz [24.218.84.255] on 2004/11/17 04:44:26
Yeah...hahaha you misunderstood me too. I was just making a joke aimed at everyone, not you. Anyone who knows QMD's maps knows that he always used to make 'real world' maps, so I was just mentioning it as a point to stay with in the theme of the texture set. No jab at you.
 Blitz..
#58 posted by JPL [213.30.139.243] on 2004/11/17 04:53:26
Thanks for these precisions....
 :O
#59 posted by Zwiffle [69.210.85.126] on 2004/11/17 09:10:08
Ice Cube Tray is out?
Fucker.
 Fixed WAD
#60 posted by Jago [81.197.201.94] on 2004/11/17 15:36:12
Could anyone PLEASE post a fixed WAD file?
 Give Me A List Of What Textures You Need Fixed Jago
#61 posted by Blitz [24.218.84.255] on 2004/11/17 16:05:49
 Paks.
#62 posted by Megazoid [62.252.32.14] on 2004/11/17 19:07:32
Where's the nazi texture's damnit!
#63 posted by Scampie [24.196.75.172] on 2004/11/19 20:56:58
so can we use idbase for this contest?
 A Few Years From Now
#64 posted by HeadThump [65.140.58.91] on 2004/11/20 02:54:51
I will be in the middle of playing the latest title from Raven Software, and something will show up that looks like it belongs in the Slip Gate Complex and it will make me mutter -
"Hey, how did that get in there?"
-- before the 'ping' goes off in my head.
 What
#65 posted by Blitz [24.218.84.255] on 2004/11/22 05:27:17
 Scampie Works For Raven Software
#66 posted by Megazoid [194.168.3.4] on 2004/11/22 10:43:12
Wrong thread, but are we allowed to know what you are working on Scampie? (maybe reply in general).
 No
#67 posted by starbuck [129.215.16.39] on 2004/11/23 09:11:57
i dont think we are
 In Order To Promote Excitement...
#68 posted by Blitz [24.218.173.39] on 2004/11/23 16:17:42
In order to promote some excitement in this thread after being blatantly clusterfucked by another thread(that will remain nameless), I want to see what people have been working on!!
Post your sexy screenshots now!
I will start.
http://blitz.circa1984.com/BlitzRe...
 Aye
#69 posted by Zwiffle [69.210.74.57] on 2004/11/23 17:03:06
Not nearly as impressive, but I still have ~100 brushes left to work with!!
http://speedq1.spawnpoint.org/dp00...
 I Like Zwiffle's Better
#70 posted by R.P.G. [24.136.230.101] on 2004/11/23 17:08:28
^_^
 What Is That Hanging In The Middle Of The Air?
#71 posted by HeadThump [65.140.59.249] on 2004/11/23 19:17:29
 Megazoid
#72 posted by Scampie [63.236.226.222] on 2004/11/23 20:03:04
Xmen Legends 2. No more about me here, just ask in the General Abuse thread if you want to know more about me.
 Apropriate For All Those Who Haven't Posted Screenshots:
#73 posted by Blitz [24.218.173.39] on 2004/11/24 05:02:01
 Shots.
#74 posted by Shambler [82.38.194.13] on 2004/11/24 05:34:12
Nice, I'm excited about these, proper winter theme is cool. I like the snow on the ground in Blitz's. W3rd.
 Shamb
#75 posted by Blitz [24.218.173.39] on 2004/11/24 05:37:06
Get on #tf -- I am lonely and confused.
 Blitz,
#76 posted by HeadThump [65.140.58.225] on 2004/11/24 11:44:43
don't worry. My shot will be coming soon. Dumb holiday getting in my way.
 My Map
#77 posted by Jago [81.197.201.94] on 2004/11/25 12:02:58
So far, I've tried getting started on a map for this over a dozen of times already. Yesterday I finally managed to build a single room that can be made into something interesting. I am quite afraid that I simply won't be able to meet the competition deadline.
Screenshot: http://img111.exs.cx/img111/9684/d...
 Just Work On It
#78 posted by Zwiffle [69.210.74.57] on 2004/11/25 12:37:12
It doesn't have to be the best, my map is shite, but I'm almost done with everything. All you have to do is map on it, 1000 brushes isn't a lot, and with the detail you have you should be filled up in no time. Small but quality is good too.
BTW, screenie looks delicious. Mmmm... turkey...
 So Far:
#79 posted by Hrimfaxi [80.165.179.112] on 2004/11/29 17:09:34
#80 posted by Zwiffle [69.210.49.54] on 2004/11/29 17:12:53
Looks good Hrim! Hope you make it in time (you too Jago.)
 Hrimfaxi
#81 posted by R.P.G. [24.136.230.101] on 2004/11/29 17:35:49
That's pretty cool.
And cold.
And is that joke old yet?
 Some Progress...
#82 posted by Jago [81.197.201.94] on 2004/11/29 20:19:46
 And Some More...
#83 posted by Jago [81.197.201.94] on 2004/11/29 21:44:43
 Agh
#84 posted by Zwiffle [69.210.49.54] on 2004/11/29 23:24:40
I know my map is gonna be the worst of the bunch. Probably shoulda worked on it some more maybe before turning it in. Oh well still looking forward to it.
 Wow.
#85 posted by Blitz [24.218.173.39] on 2004/11/30 01:19:48
I'm really impressed with what I've seen so far, you guys have really put alot of hard work into these and I am grateful. It looks like it's going to be a very good pack. :)
 Comments.
#86 posted by Shambler [82.38.194.13] on 2004/11/30 03:57:47
Hrim, that's gorgeous, really good sense of place there. That (DKT?) rock texture is exceptionally good.
Jago, that's good stuff, I'm not so inspired as it doesn't feel so wintery, but a good solid map, keep going with it.
 A Small Note
#87 posted by Blitz [24.218.173.39] on 2004/11/30 20:26:44
If it's not too much trouble, try to work difficulty levels into your maps. It doesn't have to be *perfect* but enough of a cakewalk for people who want an easy run, and enough of a gauntlet for those who are into sadomasochism.
 RE: A Small Note
#88 posted by Jago [81.197.201.94] on 2004/11/30 21:09:51
Seeing as there are 6 days left 'till the deadline and my map consists of only 3 rooms thus far, I don't think my map will be a challenge to anybody. I'll see if I find time to put in diff skill settings though.
 Umm.q
#89 posted by Shambler [82.38.194.13] on 2004/12/01 05:28:18
Damaul made Damaul3 (lol, forgotten the name) in about 20 hours.
6 days is 144 hours. Halve that for sleep, eating, and other essentials, approx 70 hours.
70 > 20 - 3 rooms = you do the maths.
 I Am No Damaul
#90 posted by Jago [81.197.201.94] on 2004/12/01 10:57:49
[nt]
 [nt]
#91 posted by Shambler [82.38.194.13] on 2004/12/01 13:42:45
So? You've got 3 1/2 times longer to work with AND 3 rooms done already...
#92 posted by Scampie [63.236.226.222] on 2004/12/01 13:56:48
Jago, from your screens, only real comment I have is that the light on the bits that open to the sky seem really bright, while the rooms seem very dark, even under the skylights. May want to do something about that.
 Shamblah
#93 posted by metlslime [64.124.188.211] on 2004/12/01 15:08:57
6 days is 144 hours. Halve that for sleep, eating, and other essentials, approx 70 hours.
You might have a future in management at a game developer.
#94 posted by Zwiffle [69.210.49.54] on 2004/12/01 15:36:34
12 hours a day mapping? I know we're supposed to be hardcore, but damn we gotta take a 10 hour break sometime, bler.
 Heh...
#95 posted by Shambler [82.38.194.13] on 2004/12/02 04:55:16
Metl, EA here I come!
Zwiffle, well, it's crunch time (for Jago), isn't it??
 Don't Worry
#96 posted by starbuck [129.215.13.84] on 2004/12/02 06:50:59
"crunch time" is only temporary.
like... until you die.
 Ugh
#97 posted by Jago [80.222.165.133] on 2004/12/02 07:12:59
I really fucking hate mapping under pressure, but at the same time this is something I do very seldom, so Iīm interested in what I can accomplish. So far, it looks like the map is turning out to look similar to my old Unreal SP maps, in the sense that itīs blatantly linear. Contrary to that, apinaraivo.bsp (which I have now been working on since early summer, I think) has a MUCH more complex and interesting layout. I guess itīs just because under time pressure, there is very little time to try out multiple ideas in any given area to see which one works/looks best. You donīt have the luxury of being able to create/tweak/delete an area 20 times in a row until you get something you are truly satisfied with.
 Blitz
#98 posted by HeadThump [65.140.59.152] on 2004/12/02 13:11:26
The DktE3 wad is lacking in a few functional textures like the teleport and has few light emmiters as well.
Mind if we fudge it a bit on those? I just need a few solid fullbright textures to make it work, and the teleporter.
 Bl1tz
#99 posted by Zwiffle [69.210.49.54] on 2004/12/02 14:57:55
I think I'm done now, finally, once and for all, with the map. I've got skill settings and everything implemented properly. I can't get on mIRC currently for some reason but I'll keep trying. I'll send you the .zip when/if I get on. Just thought you'd like to know.
 Oi -- Stupid Internet
#100 posted by Blitz [66.31.112.116] on 2004/12/04 00:43:02
Sorry for not answering questions for a few days, I was without the blood that sustains my vampire-esque lifestyle. (the internet)
Jago : Don't worry dude...it's really not that formal. Your map looks fine and I'm sure it will turn out great.
Headthump: Go nuts.
Zwif: Ok. I should be on IRC now that I have a connection again...if you can't get on, send the .zip to teh_blitz at comcast dot net.
 Don't Worry,
#101 posted by HeadThump [65.140.59.17] on 2004/12/04 03:07:03
I came up with a solution involving lavalamps.
Map is nearly complete, I'm in a deleaking mode though -- brrrr.
 It Is Due By
#102 posted by HeadThump [65.140.59.17] on 2004/12/04 03:12:30
12:00 PM GMT time?
 No...not Due Til The 6th
#103 posted by Blitz [66.31.112.116] on 2004/12/04 06:14:00
 Big Thanks!
#104 posted by HeadThump [65.141.73.238] on 2004/12/04 12:43:55
 Got Your Map Zwif
#105 posted by Blitz [66.31.112.116] on 2004/12/04 20:24:30
You need to send the .map file as well.
 Blitz,
#106 posted by HeadThump [65.140.58.105] on 2004/12/05 01:18:03
Just some minor fixes and adjustments on the skill settings (Hard maybe too killa) and I am done, done, on to the next one.
Sorry I never posted pics, but time was limited until this very weekend.
 Blitz,
#107 posted by HeadThump [65.140.58.10] on 2004/12/05 12:57:27
I don't see your e-mail address listed. Where can we send it?
 Thump
#108 posted by Zwiffle [69.210.49.54] on 2004/12/05 13:19:15
Zwif: Ok. I should be on IRC now that I have a connection again...if you can't get on, send the .zip to teh_blitz at comcast dot net.
 Ahhh, Thanks
#109 posted by HeadThump [65.140.59.154] on 2004/12/05 14:15:36
I read through the posts and missed it. My eyes are just droopy mangled attachments at this point
 Blitz
#110 posted by Jago [81.197.201.94] on 2004/12/05 19:25:43
I wonder if you've noticed this: the .map file I sent you along with the map is slightly borked. It contains a trigger_counter, it works ok, etc, but... it doesn't have a brush accociated with it :) Must've deleted it by mistake when I was fixing those texture misalignments.
 Blitz..
#111 posted by JPL [213.30.139.243] on 2004/12/06 07:56:17
I was working on a Q1SP/DM map for your Winter/Norway pack, but while I'm really late (today is the scheduled date... and I'm not really ready, because of the birth of my last daughter essentially...), I guess you will understand why I'm not able to deliver anything... I'm really sorry not to participate to this pack... grr...
Anyway, I will try to release my map later, (which will be based on the DKT3 texture set, but I'm afraid it will be build with more than 1k brushes ..sorry...), hoping before the start of Xmas holiday...
 See Folks
#112 posted by pope [207.216.236.96] on 2004/12/06 11:16:06
this is the kind of stuff that happens when you breed.
 Blackpope
#113 posted by JPL [213.30.139.243] on 2004/12/06 11:21:00
Yes, I agree, but that's life...
 Blitz, Did You Get My E-mail?
#114 posted by HeadThump [65.141.73.243] on 2004/12/06 12:50:13
 JPLambert
#115 posted by pushplay [129.128.23.141] on 2004/12/06 17:28:42
Congrats!
 Oh, Wow,
#116 posted by HeadThump [65.140.58.172] on 2004/12/06 17:53:06
congratulations on the spawning thing, JPL
 JPL
#117 posted by Mike Woodham [81.153.114.41] on 2004/12/06 18:26:40
So it's FMB from you to from now on!
Many nappy returns.
(mmmm, I wonder if that translates into French with the same amount of unbridled hilarity as in the English?)
Regards to Mrs JPL too - I'm sure she played her part.
 Congrats JPL
#118 posted by Blitz [66.31.112.116] on 2004/12/06 18:48:02
Nice news :) I hope you still have time to map between getting 2 hours of sleep a night and helping out with le bebe.
Thank you to everyone who has sent me a map...Zwif, Jago, Headthump, and Hrim. There is still 5 more hours to send in a map before the pack officially closes, so don't be shy if anyone else out there is working on a map.
 All..
#119 posted by JPL [213.30.139.243] on 2004/12/08 09:22:57
... thanks for the congrats, but most of the job was done by my wife... and don't be afraid, I however find time to map... ;D...
 .
#120 posted by SomeGuy [81.152.47.192] on 2004/12/08 10:51:29
Are the maps availiable for download yet?
Sorry if this has already been answered, but i can't be bothered to read through... :)
 No
#121 posted by Zwiffle [69.210.49.54] on 2004/12/08 14:15:52
Blitz hasn't released them yet. Something about some hostage situation with scampie in #tf.
 He He He! That Sounds Interesting,
#122 posted by HeadThump [65.140.58.105] on 2004/12/08 14:41:25
but I'm afraid if I ever check out what is going on in IRC I will get hooked again like I did in the mid 90's.
take your time if you need to clean some things up, add linking level changes or what you may have planned, Blitz.
My only concern is not stepping on your release date with the release of a two map pack I have planned soon, so an ETA might be helpful.
#123 posted by Scampie [68.117.129.117] on 2004/12/08 23:18:29
Headthump: lol. No one cares about your 2 map pack enough to not download this pack. Don't flatter yourself.
 Yep,
#124 posted by HeadThump [65.140.59.183] on 2004/12/09 00:34:39
figured you would say something like that.
 But,
#125 posted by HeadThump [65.140.59.183] on 2004/12/09 00:39:08
I will have the last laugh
 'cause
#126 posted by HeadThump [65.140.59.183] on 2004/12/09 00:43:27
bitches like you don't mean shit to me anymore.
 And It Wasn't A Matter Of Flattering Myself,
#127 posted by HeadThump [65.140.59.183] on 2004/12/09 00:45:17
I was being considerate of Blitz's timing.
 K
#128 posted by Scampie [68.117.129.117] on 2004/12/09 00:54:30
 And Blitz,
#129 posted by HeadThump [65.140.59.183] on 2004/12/09 00:54:48
if you do choose to include my map, please delete the thanks I tribute to Mr. Fuckwad there. It would be highly appreciated on my part.
 Jesus Dude.
#130 posted by Scampie [68.117.129.117] on 2004/12/09 00:58:46
chill. I just meant that having more than 1 map released at a time isn't stepping on any toes.
 Alright,
#131 posted by HeadThump [65.140.59.183] on 2004/12/09 01:12:16
No one cares about your 2 map pack enough to not download this pack.
It appears here you were deriding my level making ability. I now know you reacted this way because you thought I was being an ego maniac so you jumped the gun.
Put some thought into these things before you make assumptions.
I asked about the timing earlier because Blitz (I'm sure it was in jest) mentioned the sm_40 contest stole some of the Norway pak's thunder and I wanted to know if it was cool with him to release something close to the date of that pak's release.
 Kinda Lamey
#132 posted by pope [207.216.236.96] on 2004/12/09 03:41:18
one map is worthwhile of a news post, while shouldnt two maps? Also considering we're not excactly SWAMPED with news items here on func.
Of course my opinion has never counted for more than a cookie.
 Shows What I Know
#133 posted by pope [207.216.236.96] on 2004/12/09 03:43:30
he has even 'released' it yet
fucking slackers
 Pffft
#134 posted by pushplay [129.128.23.141] on 2004/12/10 18:13:28
Whoever gave you a cookie for your opinion was seriously ripped off.
 Ok.
#135 posted by Blitz [66.31.112.116] on 2004/12/10 19:24:58
I'm working on the start map now...but I have a question for everyone. Would you prefer it if the start map was the kind where each teleport went to each person's map? Or the kind where there are teleports for the various difficulty levels, and then you just play through the maps like a unit?
Personally I would prefer to do the latter, just because I think it makes the pack feel more connected, but if I did choose to do that, you would have to change your level ending to fit the next map accordingly. Nothing major, just make sure the end of your map doesn't clash with the map ahead of it.
 Later Sounds Good.
#136 posted by HeadThump [65.140.59.127] on 2004/12/10 20:23:17
Mine ends with a gate, so no need to change that, at least I wouldn't think.
There are a few minor things I have noticed since submitting my map I would not mind changing, like the silver key, due to backing up the entity part of the map seperately, I have two keys in that position. Does not effect the game, but still, it does give you a bit of a wtf? when the silver key is tagged.
 First Option's Better
#137 posted by nitin [138.217.4.99] on 2004/12/10 20:24:49
unless the maps are going to be edited to seem like a coherent unit.
 Start Map
#138 posted by Kell [82.41.8.22] on 2004/12/10 21:01:13
First option, so accumulated weapons and ammo don't fuxor the gameplay of subsequent maps.
 Opcion Numero Uno
#139 posted by R.P.G. [24.136.230.101] on 2004/12/10 22:11:35
verdad.
 Agh
#140 posted by Zwiffle [69.210.49.54] on 2004/12/10 22:47:04
Blitz I asked you a while ago if it was gonna be like a an actual episode type thing, so that coherency wouldn't be a problem. An actual episode would be kickass, but I have to agree that option 1 is probably best because of the way the pack was handled. But maybe after this you can host an actual episode pack thing under a different theme.
 Oh Yeah...
#141 posted by Blitz [66.31.112.116] on 2004/12/10 23:14:36
Didn't think of ammo...oh well =/
1st it is!
 My Suggestion...
#142 posted by the silent [84.222.196.160] on 2004/12/11 05:05:44
....is to go for type 1. Even if 2nd option would be best, but it would have neeeded some advance planning i.e. distributing among contestants(is this a real word? I'm not sure)which weapons to put in the map and establish an increasing level of difficulty in monster placement as the episode progresses... Obviously this would take some knowledge of who's gonna send a map in, but leaves even space to squeeze in the middle some late arrivals, provided that they're told which weapons they cannot put in...
Just a rant early in the morning after a night of musical&alcoholic mayhem... any corrections to my english are greatly appreciated, I'm not really able to organize thoughts properly.....
 Re: Silent's English
#143 posted by Zwiffle [69.210.49.54] on 2004/12/11 10:18:40
Dude you speak English fine. Don't worry about it.
 ...Thanx, Zwif....
#144 posted by the silent [84.222.194.89] on 2004/12/12 04:19:34
...luckily today my brain has fallen back into place so I can articulate a little better... waiting for holidays, and 1000b pack... and sm82(where has it gone?)... and sm40 contest results... and Headthump's 2 pack.... whatta xmas!
 Blitz
#145 posted by Jago [81.197.201.94] on 2004/12/13 21:42:57
Please don't tell me you are actually going to finish the start map and release the pack on Cristmas day.
 Some Of Us Celebrate
#146 posted by pope [207.216.236.96] on 2004/12/13 22:59:36
on christmas eve...
and I want a hannukah release aswell...
/yep
 The Start Map...
#147 posted by inertia [134.53.210.184] on 2004/12/14 21:42:39
what about putting a rune at the end of each level, then going back to the start map, and after all the runes are collected, unlocking a final end boss fight or something? a lovely throwback to the original q1sp i might say
 How About
#148 posted by Lunaran [68.51.209.251] on 2004/12/14 22:07:23
you release the damn thing already
 ...
#149 posted by necros [66.185.84.80] on 2004/12/14 23:03:09
or that. ;)
 Sarcometer Just Broke...
#150 posted by distrans [203.32.39.126] on 2004/12/15 00:18:51
 Pack Is Uploading...
#151 posted by Blitz [24.218.168.16] on 2004/12/19 05:03:13
Thanks to everyone who participated!
 ...Yeeahh!!!
#152 posted by the silent [84.222.196.244] on 2004/12/19 09:02:39
...Nice! Don't understand why not making it news, though....
 What's Wrong With My Map Again? Yeah, I Am Still Alive
#153 posted by QMD [65.93.225.5] on 2006/03/25 18:55:40
Hi there,
What's wrong again with my maps? 2006 now.
I just got T-Boned by a firetruck in february and getting back in shape at the hospital. 5 ribs broken, 35 stitches on my stomach because I got a diaphragm rupture and liver stomach went into my upchest; 5 fracture of the pelvis.
Then I got an blood clothe pulmonary ambolia.
Close to "real" death this time, in 'real world'.
Weekend I am at home since yesterday, then I'm at hospital for physiotherapy monday to friday.
Cheers everybody.
http://www.planetquake.com/qmatrix
QMD.
 Jesus Qmd
#154 posted by inertia [24.164.73.173] on 2006/03/26 00:36:55
its a great thing you're still alive...especially blot clots, they are SCARY! take care, and heal well!
 Might As Well Carry On The Tradition
#155 posted by [59.167.126.173] on 2006/03/26 04:14:54
I'd hate to have blued clouts,
all the best to you QMD, hope ya come out the other end in good shape...
 QMD
#156 posted by JPL [82.234.167.238] on 2006/03/26 08:54:49
Well, it is a miracle you are still alive ! I wish you all the best in the future..
 Bloody Hell...
#157 posted by distrans [131.172.4.44] on 2006/03/26 19:42:59
...and I thought an infarction was scary. Well done on the survival QMD. How many of your nine lives went on that one :) All the best to your family in these times.
PS: Apologies to Poms for the 'bloody' in the title, apologies to Canadians for the 'hell' in the title.
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