Member
33 posts
Registered:
Feb 2006
yo, beta version of a dm1 remix. opened it out quite a bit to speed it up and added a couple of tricks so there's bunny hops a-plenty to be had
i know that some textures aren't aligned yet, i'll sort that later but any comments you have on them are welcome too
have a look, have a play, leave some feedback here! good or bad - it's all useful
http://roz.bookieroz.com/temptemp/dm1rbeta.bsp
thanks to sassa for sticking it on his llamah servers:
qw.llamah.se:27500/27501/27502
screens to follow
Member
33 posts
Registered:
Feb 2006
should also add, first ever play with any mapping before (you can kinda tell with the lighting, it's quite quickly done in places) so any pointers on that are welcome too.
some screens!
opened out bits:
new areas underneath:
and a few more:
http://img168.imageshack.us/img168/5767/ezquake048pi3.jpg
http://img341.imageshack.us/img341/6794/ezquake049gn2.jpg
http://img142.imageshack.us/img142/6167/ezquake053cn9.jpg
http://img142.imageshack.us/img142/2424/ezquake054rv9.jpg
http://img264.imageshack.us/img264/5848/ezquake055dn4.jpg
http://img142.imageshack.us/img142/9836/ezquake056kv5.jpg
Member
1102 posts
Registered:
Jan 2006
Alright here too:
for god's sake, ZIP THE MAP AND INCLUDE A README.
(And don't forget the GPL)
Member
33 posts
Registered:
Feb 2006
might do for the proper release, just sticking this out to see how it plays. does it matter that it's zipped? ~500k compared to ~800k? does that REALLY affect anyone?
Member
1102 posts
Registered:
Jan 2006
might do for the proper release, just sticking this out to see how it plays. does it matter that it's zipped? ~500k compared to ~800k? does that REALLY affect anyone?
It's not the size, it's the bundling with a readme. And a readme is important to anything released to the public. There are people what archive all the (more or less) old stuff (like me) and it is a aching pain in the ass to fumble around with files of unknown origin.
Here is the default readme base that's been a good principle for about 10 years now: http://www.quaddicted.com/idgames2/levels/base.txt
Administrator
1265 posts
Registered:
Jan 2006
nice. have u done it? one more candidate for ktk...
subject for improvement!
imo i don't think quad will work...
never argue with an idiot. they'll bring you back to their level and then beat you with experience.
Administrator
2059 posts
Registered:
Jan 2006
Is it just me, or are all new maps like uberconnected and stuff? I don't like the "arranged" crate pieces here and there that makes a certain trick possible. Even the RL platform is lowered to make it possible to jump up there!
www.facebook.com/QuakeWorld
Member
33 posts
Registered:
Feb 2006
Is it just me, or are all new maps like uberconnected and stuff? I don't like the "arranged" crate pieces here and there that makes a certain trick possible. Even the RL platform is lowered to make it possible to jump up there!
by RL do you mean GL? i took the old GL platform (now SNG) down a bit to make it possible to jump across (needs a strafe jump) and added those crates under RA to make RA easier to get to (they're not too easy to use tho), otherwise i felt it would be far too campy. again, that was my reason for placing a quad in away from RA, to stop people spending the whole game there.
since it's a remix of an Id map, i was hoping for a tight 'oldskoolish' feel but wanted it to be less awkward to move around in.
subject for improvement!
in what ways? i have a couple of thoughts but to hear your ideas would be good
Administrator
2058 posts
Registered:
Jan 2006
zipping is important in this case since the .map you probably used is licensed under GPL, and hence you need to release your map under GPL and include sources (.map) as well.