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Member 343 posts
Registered: Feb 2006
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
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
Member 343 posts
Registered: Feb 2006
q1q3cpm4 : need more : q1q3cpm4_beta4.zipMade 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
Member 343 posts
Registered: Feb 2006
New QWTF conversion of Japanese Castles japanc : [QWTF] need beta testing : japanc_beta7.zipCome to #gizmo.fi & #classicfortress @ Quakenet IRC (Edited 2014-07-12, 04:50)ProjectQ1Q3, Frogbot Waypoint and Map Conversion Tutorial @ http://mickkn.mooo.com
Member 232 posts
Registered: Feb 2006
Nice. Any chance of a version with CTF ents instead?
Member 343 posts
Registered: 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
Member 232 posts
Registered: Feb 2006
Member 8 posts
Registered: Oct 2014
Member 343 posts
Registered: Feb 2006
ProjectQ1Q3, Frogbot Waypoint and Map Conversion Tutorial @ http://mickkn.mooo.com
Member 226 posts
Registered: Jun 2006
You know a game truly is dying when SyncAir is showing up in the forums.
Member 343 posts
Registered: Feb 2006
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
Member 343 posts
Registered: Feb 2006
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
Member 343 posts
Registered: Feb 2006
Mick, we just need Hidden Fortress from Quakelive and Asylum xD ProjectQ1Q3, Frogbot Waypoint and Map Conversion Tutorial @ http://mickkn.mooo.com
Member 343 posts
Registered: Feb 2006
ProjectQ1Q3, Frogbot Waypoint and Map Conversion Tutorial @ http://mickkn.mooo.com
Member 343 posts
Registered: Feb 2006
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
News Writer 646 posts
Registered: Mar 2006
Recommend using hoonymode while playtesting
Member 343 posts
Registered: Feb 2006
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
Member 343 posts
Registered: Feb 2006
New conversion release of Asylum known from QuakeLive Happy fragging ProjectQ1Q3, Frogbot Waypoint and Map Conversion Tutorial @ http://mickkn.mooo.com
Member 805 posts
Registered: Mar 2006
https://tinyurl.com/qwbrasil - QuakeFiles
Member 343 posts
Registered: Feb 2006
New conversion to the family. Gaudy, known from RA3MAP8 ProjectQ1Q3, Frogbot Waypoint and Map Conversion Tutorial @ http://mickkn.mooo.com
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
Member 343 posts
Registered: Feb 2006
Visit the IRC channel: #projectq1q3 @ quakenet ProjectQ1Q3, Frogbot Waypoint and Map Conversion Tutorial @ http://mickkn.mooo.com
Member 32 posts
Registered: Oct 2009
Member 32 posts
Registered: Oct 2009
Administrator 1265 posts
Registered: Jan 2006
I saw on reddit a remake of "Hell's gate" a common q3 map. 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.
Member 10 posts
Registered: Jun 2014
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.
Member 343 posts
Registered: Feb 2006
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
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
Member 343 posts
Registered: Feb 2006
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
News Writer 34 posts
Registered: Dec 2011
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