 Not
#1 posted by meTch [69.183.70.109] on 2009/07/14 04:56:29
the ZWAIFABLE Zwiffle?
 I Believe It Was
#2 posted by spy [92.46.26.41] on 2009/07/14 07:54:27
the HUNGRY Ankh, the FURIOUS Negke, the TERRIBLE Trinca and yours truly, the lovable, GIBBABLE Zwiffle
THE FANTASTIC FOUR in aktion
 Oh, My....
#3 posted by the silent [82.185.144.141] on 2009/07/14 09:03:37
...it's 1965 all over again!
Gotta love allitterations!
Guess it's clobberin' time....
 The Zany Zwiffle
#4 posted by negke [88.70.48.87] on 2009/07/14 09:19:14
 Zealous, Zwiffle...
#5 posted by the silent [82.185.144.141] on 2009/07/14 09:38:13
...the lighting in the final jumping puzzle, though, was a little misleading, I supposed you could get back up by rocket jumping, but got fucked by a void floor?
Trinca, thorough.
Ankh, approachable.
Negke, nifty.
 Deceving Demos, Anyone?
#6 posted by the silent [82.185.144.141] on 2009/07/14 09:40:27
...This allitteration thing is a drug...
 Zetetic Zwiffle
#7 posted by ijed [190.20.68.173] on 2009/07/14 14:14:37
#8 posted by Zwiffle [97.87.57.94] on 2009/07/14 15:07:36
I originally went with Zygotoan Zwiffle. But that doesn't sum up my personality as well as huggable does. :D
#9 posted by Trinca [85.138.34.214] on 2009/07/14 21:00:09
nice pack girls!
my favorit was Ankh map :) look like a small id1 map ;)
first and second demos and my extra fast run in my map :p
http://www.quaketastic.com/upload/...
#10 posted by negke [88.70.71.150] on 2009/07/15 13:26:12
Yeah, good pack, I guess. Ankh's was the most 'solid'. Trinca's too dark and too much reminiscent of hiscoag map and the other one, Zwiffle's bland as usual but his aura of huggability and awesomeness let it shine anyhow.
#11 posted by Trinca [194.65.24.228] on 2009/07/15 15:32:20
negke use a proper client and with the use ofgl_gamma and gl_contrast with proper configuration it look normaly dark and evil...
 Ankhs Was Best
#12 posted by Drew [76.75.67.25] on 2009/07/15 20:07:28
but pretty much tied with negke, since his had an adorable not quite throwback style.
 The Affable Ankh For The Win!
#13 posted by generic [67.233.220.255] on 2009/07/16 04:38:07
Nice pack of good clean fun ;)
#14 posted by Jaromir83 [87.249.151.200] on 2009/07/16 13:47:09
teaser screenshotZ?
 Yes Pls
#15 posted by [Kona] [118.92.231.56] on 2009/07/16 14:00:49
yay a doom map! awesome
 Meanwhile...
#16 posted by generic [67.233.220.255] on 2009/07/16 14:03:27
Negke's was neat, textured ala Doom with an interesting entrance/exit trick.
Trinca's was a tease, reminiscent of his coagula map but much shorter.
Zwiffle's was a zip, but I never found the end :(
I can hardly wait for the next installment!
 They Are All Good
#17 posted by nahkahiir [213.216.253.172] on 2009/07/16 18:06:36
I like them all! Very cool! No demos this time, there is a reason for that... stay tuned.
 Good Release
#18 posted by JPL [82.234.167.238] on 2009/07/16 20:23:01
What others said: I want more SM pack of this quality ! Go map !
 Nice
#19 posted by ijed [190.20.122.140] on 2009/07/16 22:11:02
Thanks
 Good Work :)
#20 posted by Ankh [88.199.103.6] on 2009/07/16 23:15:26
negke
nice small map. good quality. relaxing. the secret was also very good.
trinca
cool map. really enjoyed the gameplay. I have died by my own miserable play. map was also good looking and moody
zwiffle
again. very good gameplay with a lot of surprises. also the layout and jumping was nice.
ankh
I needed about 6 hours to make my map. I just can't imagine how to squeeze brushwork, sealing of the leaks, gameplay, lightning and testing into one hour.
All in all I have to say it is a very good pack :)
My demos:
http://www.quaketastic.com/upload/...
#21 posted by necros [99.227.133.158] on 2009/07/17 04:08:30
trinca and negke's maps looked really good. i'd like to see those as full sized maps.
negke's map's gameplay was totally doom with the timed lifts and doors. :P really not used to seeing that in quake.
trinca's was fun. it's really only 2 fights, but i like the constant movement fights and the one with all the hks and shambler is fun with the gl.
GL vs shambler is really fun because the damage is high (50% damage is only for rockets) but scoring hits on a fast moving target with grenades is tough, esp when dodging a swarm of hks.
zwiffle's map had good but slow gameplay. dunno if forcing RL on shambler was intended or not, but it was different.
ankh's map's gameplay was good at the start, with all the monsters from every angle, but it slows down near the end when everything starts to be dead.
 Append:
#22 posted by necros [99.227.133.158] on 2009/07/17 04:08:57
 Never Realised
#23 posted by Drew [66.79.231.137] on 2009/07/17 05:20:11
gls caused full damage on blers.
... huh...
 Best Weapon In Id1
#24 posted by ijed [190.20.101.194] on 2009/07/17 05:32:17
#25 posted by Drew [66.79.231.137] on 2009/07/17 05:35:10
oh
and also,
agreed. ankhs ending was too easy.
 Wha?
#26 posted by metlslime [71.202.219.105] on 2009/07/17 08:14:13
i thought all explosives caused half damage on shamblers, including voreballs, exploding boxes, etc.
 Well
#27 posted by necros [99.227.133.158] on 2009/07/17 08:31:04
yes and no.
the 50% only applies to radius damage.
since explosives are coded to do T_Damage to other and then do the radius damage, ignoring other, rockets had to have the 50% built into their touch function, but grenades don't (they forgot to put it in?). also, grenades are technically more efficient because they do a flat 120 damage per 'nade while rockets do 100-120 damage.
 Hah...
#28 posted by metlslime [71.202.219.105] on 2009/07/17 09:52:51
good to know.
#29 posted by Willem [24.199.192.130] on 2009/07/17 13:56:00
Yeah, that's news to me. Nice. I'll keep 'nades in mind for dealing with shamblers then...
#30 posted by Trinca [194.65.24.228] on 2009/07/17 14:00:29
i always knew that grenades have more efect on shamby then rocket but i never knew why :|
no i know, thanks :)
 I Disagreed
#31 posted by spy [92.46.26.170] on 2009/07/17 14:23:43
just checked, 12-13 grens to kill the sham, directly (ie direct hit), in his face
 Ummm.
#32 posted by onetruepurple [83.22.141.240] on 2009/07/17 14:25:15
You sure about that? I tried and the grenade damage appears halved: http://www.quaketastic.com/upload/...
 I.e. What Spy Said
#33 posted by onetruepurple [83.22.141.240] on 2009/07/17 14:25:47
#34 posted by Ankh [192.100.112.203] on 2009/07/17 14:34:50
without checking I think that grenades don't like shamblers.
Anyway the GL is still the best weapon in quake.
 Is It The Splash Damage Then?
#35 posted by negke [85.176.81.13] on 2009/07/17 14:37:54
Because with direct hits, grenades are even less effective than rockets (12 vs 11). It also takes 11 SSG hits btw.
 Please Re-read Combat.qc And Weapons.qc
#36 posted by lurker [74.160.71.224] on 2009/07/17 16:51:28
Shamblers will take half damage in all cases of grenade and rocket.
T_Damage (combat.qc) never checks if the monster is a shambler, as it was assumed that these checks would already have been performed. This is the function in Quake that is intended to perform all final damage calculations. Putting the shambler checks in here would mean the shambler takes half damage all the time. :)
T_RadiusDamage (combat.qc) does check if an entity is a shambler and halves the damage in that case. It then calls T_Damage to apply this halved damage.
Whether a grenade explodes on its own or hits a target, GrenadeExplode (weapons.qc) is the function that will set the damage dealt. It calls T_RadiusDamage in all cases, never T_Damage. Given the information above, this means that grenades will always do half damage to shamblers.
Exploding barrels, ogre grenades, voreballs, spawn/tarbaby explosions, and underwater lightning gun explosions all only call T_RadiusDamage, so half damage for shamblers is already taken care of without extra code.
Rockets are a bit more complicated because their T_MissileTouch (weapons.qc) gives a special case for direct hits.
In the case that a rocket hits a shambler directly, damage is halved and T_Damage is called. Since T_Damage never checks if the monster involved is a shambler, this is necessary.
In the case that a rocket hits a shambler by splash damage, T_RadiusDamage is called. Making a special case for the shambler before calling T_RadiusDamage is unnecessary because that function will already halve the damage.
 That's Wild
#37 posted by necros [99.227.133.158] on 2009/07/17 20:00:24
i have no idea why i misread the grenade touch function. o.o
 Don't Worry About It
#38 posted by Drew [66.79.231.137] on 2009/07/19 03:31:43
I forgive you.
 SDA Contest
#39 posted by nahkahiir [87.95.80.152] on 2009/08/03 21:17:12
This is the reason why I didn't post any demos to this thread - a new contest on Trinca's map takes place now!
Have a look at it here - http://speeddemosarchive.com/quake...
#40 posted by Trinca [194.65.24.228] on 2009/08/04 12:11:16
nice! will try to make better then 14º place...
:( was very bad... i need to improve my skill a bit
 Trinca
#41 posted by Ankh [94.246.126.54] on 2009/08/04 13:39:15
Be glad that I didn't send mine in. You would be 15th :P
 SM155_pack Added To The SDA Archives
#42 posted by Stubgaard [85.81.121.4] on 2009/08/22 22:52:48
 Nice Pack
#43 posted by rudl [88.117.107.15] on 2009/08/23 15:48:37
 Cool
#44 posted by negke [85.176.85.20] on 2009/08/23 16:32:28
What's the cheap way in my map? Slope jump up the roof right after the start door?
 Negke
#45 posted by Stubgaard [85.81.121.4] on 2009/08/23 22:53:23
The new demos have been posted, so go to SDA and have look :-)
http://speeddemosarchive.com/quake...
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