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Maps & Textures
2014-07-08, 16:06
Member
343 posts

Registered:
Feb 2006
dirtbox wrote:
Did you see the bit at the end about the RJ?


Did now it's really hard work to scale it down, since the textures will be fucked, afaik
ProjectQ1Q3, Frogbot Waypoint and Map Conversion Tutorial @ http://mickkn.mooo.com
2014-07-09, 09:37
Member
232 posts

Registered:
Feb 2006
Finally watched the demo. That jumppad bug was what I was thinking of. I kinda like it. But I also like some of the tricks on that map like the hard strafe jump to RA. Which brings me to something I've been meaning to say about these Q3 map conversions...

At 125fps in Q3 (which is what CPMA is restricted to to avoid 333fps etc. superjumps) the player can jump 64u high. The bottom of the player bounding box actually rises 48u from the floor, but Q2/Q3 lets you step onto things up to 16u above the bottom of player BB in the air (48 + 16 = 64). In QW, the player jump height @ 77fps approaches 44u and there is no 'air step' _by default_ (which is why you can't bunny up stairs in QW, although airstep IS availeable now however). With airstep, 43u + 16 = 59u jump height

RJ's are also different. QW doesn't let you look down 90° as the sequels do, and there might be lots of other things that might make a difference. arQon used to talk a lot about, and occasionally tweak, RL splash damage and the splash damage function's behaviour itself.

Having said that though, sometimes conversions where the scale isn't changed CAN be fun. It just depends on what ends up being possible and what becomes impossible
vb.drok-radnik.com
2014-07-09, 19:10
Member
343 posts

Registered:
Feb 2006
q1q3cpm4 : need more : q1q3cpm4_beta4.zip

Made some changes:

Ledge at YA to RJ on
The edge at RA are a bit bigger
Jumppad fixed

(Edited 2014-07-12, 04:52)
ProjectQ1Q3, Frogbot Waypoint and Map Conversion Tutorial @ http://mickkn.mooo.com
2014-07-11, 16:58
Member
343 posts

Registered:
Feb 2006
New QWTF conversion of Japanese Castles

japanc : [QWTF] need beta testing : japanc_beta7.zip

Come to #gizmo.fi & #classicfortress @ Quakenet IRC

https://dl.dropboxusercontent.com/u/53726931/japanc.png


(Edited 2014-07-12, 04:50)
ProjectQ1Q3, Frogbot Waypoint and Map Conversion Tutorial @ http://mickkn.mooo.com
2014-07-12, 02:35
Member
232 posts

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Feb 2006
Nice. Any chance of a version with CTF ents instead?
vb.drok-radnik.com
2014-07-12, 04:46
Member
343 posts

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Feb 2006
Don't know much about ctf. But does it not also need ammo and stuff?
ProjectQ1Q3, Frogbot Waypoint and Map Conversion Tutorial @ http://mickkn.mooo.com
2014-07-13, 20:24
Member
232 posts

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Feb 2006
Yes
vb.drok-radnik.com
2014-10-14, 17:24
Member
8 posts

Registered:
Oct 2014
2014-10-16, 13:43
Member
343 posts

Registered:
Feb 2006
SyncError wrote:


ProjectQ1Q3, Frogbot Waypoint and Map Conversion Tutorial @ http://mickkn.mooo.com
2014-10-17, 02:57
Member
226 posts

Registered:
Jun 2006
You know a game truly is dying when SyncAir is showing up in the forums.
--irc.quakenet.org #telefrag.me and #QWL | foogsQuakeWorld Ladder
2014-10-17, 06:17
Member
343 posts

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Feb 2006
fenris wrote:
You know a game truly is dying when SyncAir is showing up in the forums.


It was fun as long as it lasted
ProjectQ1Q3, Frogbot Waypoint and Map Conversion Tutorial @ http://mickkn.mooo.com
2014-10-19, 06:51
Member
343 posts

Registered:
Feb 2006
clawunf wrote:
Mick in the map of almostlost.
theres a spawn that sometimes causes players to get stuck and cant move.


Can you take a screenshot ? of the spawn
ProjectQ1Q3, Frogbot Waypoint and Map Conversion Tutorial @ http://mickkn.mooo.com
2014-10-30, 06:45
Member
343 posts

Registered:
Feb 2006
clawunf wrote:
Mick, we just need Hidden Fortress from Quakelive and Asylum xD


ProjectQ1Q3, Frogbot Waypoint and Map Conversion Tutorial @ http://mickkn.mooo.com
2015-03-20, 19:52
Member
343 posts

Registered:
Feb 2006
Server admin mappack
projectq1q3maps.zip


Returned to post #1
ProjectQ1Q3, Frogbot Waypoint and Map Conversion Tutorial @ http://mickkn.mooo.com
2015-04-10, 07:04
Member
343 posts

Registered:
Feb 2006
q1q3lastgift : need playtest and possibly replace items : q1q3lastgift_beta2.zip


The Last Gift known from RA3MAP5 by Suicide-20

Would be nice to get some opinions on weapon placement and quantity

and bugs
ProjectQ1Q3, Frogbot Waypoint and Map Conversion Tutorial @ http://mickkn.mooo.com
2015-06-03, 14:50
News Writer
646 posts

Registered:
Mar 2006
Recommend using hoonymode while playtesting
2015-06-03, 15:47
Member
343 posts

Registered:
Feb 2006
phil wrote:
Recommend using hoonymode while playtesting


What is it ?

EDIT: a google search told me
ProjectQ1Q3, Frogbot Waypoint and Map Conversion Tutorial @ http://mickkn.mooo.com
2015-07-08, 20:04
Member
343 posts

Registered:
Feb 2006
q1q3asylum : need play testing : q1q3asylum_beta2.zip


New conversion release of Asylum known from QuakeLive

Happy fragging
ProjectQ1Q3, Frogbot Waypoint and Map Conversion Tutorial @ http://mickkn.mooo.com
2015-07-20, 19:56
Member
805 posts

Registered:
Mar 2006
Thank you!
https://tinyurl.com/qwbrasil - QuakeFiles
2015-07-27, 13:40
Member
343 posts

Registered:
Feb 2006
q1q3gaudy : need testing and weapon re-placement (24bit) : q1q3gaudy_beta2.zip


New conversion to the family.

Gaudy, known from RA3MAP8
ProjectQ1Q3, Frogbot Waypoint and Map Conversion Tutorial @ http://mickkn.mooo.com
2015-11-12, 15:08
Member
343 posts

Registered:
Feb 2006
New exclusive servers by mushis

nl3.besmella.com:28510
nl3.besmella.com:28511

much appreciated
ProjectQ1Q3, Frogbot Waypoint and Map Conversion Tutorial @ http://mickkn.mooo.com
2015-11-12, 16:12
Member
343 posts

Registered:
Feb 2006
Visit the IRC channel: #projectq1q3 @ quakenet
ProjectQ1Q3, Frogbot Waypoint and Map Conversion Tutorial @ http://mickkn.mooo.com
2015-11-12, 17:15
Member
32 posts

Registered:
Oct 2009
Cool maps
ReppieDoksing!
2015-11-12, 17:15
Member
32 posts

Registered:
Oct 2009
Cool maps
ReppieDoksing!
2015-11-20, 10:07
Administrator
1265 posts

Registered:
Jan 2006
I saw on reddit a remake of "Hell's gate" a common q3 map.
http://upload.foppa.dk/files/fte-20151120100849-0.png

The author used stairs or fast elevators instead of jump pads.

I understand that your maps are direct convertions, but after seeing this i believe fast elevators could be a good choice on some maps. for example on phrantic (or whatever is it called), replacing the jump pad with a fast elevator would be better i believe.

what do you guys think ?
never argue with an idiot. they'll bring you back to their level and then beat you with experience.
2015-11-21, 15:45
Member
10 posts

Registered:
Jun 2014
mushi wrote:
I understand that your maps are direct convertions, but after seeing this i believe fast elevators could be a good choice on some maps. for example on phrantic (or whatever is it called), replacing the jump pad with a fast elevator would be better i believe.

what do you guys think ?


Please no. First off, why? Second, you can change where you land from the jump pad. Nowhere near as much as in cpm unfortunately, but it's still useful.
2015-11-23, 07:42
Member
343 posts

Registered:
Feb 2006
VY wrote:
mushi wrote:
I understand that your maps are direct convertions, but after seeing this i believe fast elevators could be a good choice on some maps. for example on phrantic (or whatever is it called), replacing the jump pad with a fast elevator would be better i believe.

what do you guys think ?


Please no. First off, why? Second, you can change where you land from the jump pad. Nowhere near as much as in cpm unfortunately, but it's still useful.


I like the jumppads

I like the idea that you're a bit vulnerable when using them
ProjectQ1Q3, Frogbot Waypoint and Map Conversion Tutorial @ http://mickkn.mooo.com
2015-12-19, 21:41
Member
41 posts

Registered:
Nov 2013
Hi mick

Are you able to create placebo effect from q4 for qw?
but im not sure about all the stairs
maybe ramps are a better solution for it;

I really would love to see that map in qw

greetz veRRo
2015-12-20, 15:20
Member
343 posts

Registered:
Feb 2006
veRRo wrote:
Hi mick

Are you able to create placebo effect from q4 for qw?
but im not sure about all the stairs
maybe ramps are a better solution for it;

I really would love to see that map in qw

greetz veRRo


Does it have a q3 version ?
ProjectQ1Q3, Frogbot Waypoint and Map Conversion Tutorial @ http://mickkn.mooo.com
2015-12-21, 16:55
News Writer
34 posts

Registered:
Dec 2011
Here is a q3toq1 version i did of Grim Dungeons

Grim Dungeons
  256 posts on 9 pages  First page123456789Last page