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Member 11 posts
Registered: Jan 2019
Hi all! I made some fixes to q1q3toxicity_beta7 to introduce some little but useful trickjumps, and improve general lighting, gameplay and navigation. Full changelog is in the readme. Final release includes light improvement, last clipping fixes and a new texture for slime. Thanks everyone that helped me on this project! This map is part of ProjectQ1Q3 by Mick. * DOWNLOAD * q1q3toxicity.bspq1q3toxicity.txtprojectq1q3_v3.zip (beta 9) * SERVERS * [EU] quakeworld.eu:28501 play.quake1.pl:27500 (beta 9) [NA] nicotinelounge.com:20099 (beta 9) * LINKS * [Beta 9] New trickjumps -> VIDEOMap changes -> GALLERY[Beta 8] New box for little trickjump -> IMAGE [Beta 2] New trickjump -> VIDEOScreenshots -> GALLERYImportant clipping changes -> GALLERY[Beta 1] Many of the things I changed -> VIDEOScreenshots -> GALLERY(Edited 2019-02-14, 07:10)
Member 65 posts
Registered: Apr 2017
Hi Thuriam Thanks so much for the contribution Seems nice, but download link is not there.
Member 11 posts
Registered: Jan 2019
Hi Thuriam Thanks so much for the contribution Seems nice, but download link is not there. Added link in top post!
Administrator 114 posts
Registered: Sep 2013
Uploaded to play.quake1.pl if anyone want to check it.
Administrator 1265 posts
Registered: Jan 2006
i get 30ish fps on some areas of the map. usually its 1000 something must be wrong never argue with an idiot. they'll bring you back to their level and then beat you with experience.
Member 11 posts
Registered: Jan 2019
Working to fix the fps drops. They weren't that bad on my pc, so I thought it was normal.
Member 11 posts
Registered: Jan 2019
Looks like this fixed version needed some fixes! Working version is now in top post.
Member 11 posts
Registered: Jan 2019
Beta 2 is out for testing! Infos and links in top post.
Member 343 posts
Registered: Feb 2006
Feel free to push request it on github, then we can just release it as beta8 and so on ProjectQ1Q3, Frogbot Waypoint and Map Conversion Tutorial @ http://mickkn.mooo.com
Administrator 284 posts
Registered: Sep 2015
Mick, is monsoon.wad missing from the github repo? Or should I point it at a different .wad?
Administrator 1265 posts
Registered: Jan 2006
tried beta2. fps issues are almost fixed. i still get lower fps when standing at the yellow armor, especially in the corner. when loading the map in ezquake, /map q1q3toxfix_b2, ezquake wont load it. gives error: bonus item fell out of level at -992 1944 1216 check the bsp with bsputil? im really a noob in this also, can you fix something that imo breaks the gameplay in this map? at red, remove height on the slime pools - the player falls inside, its annoying (dunno how it works in the original version) never argue with an idiot. they'll bring you back to their level and then beat you with experience.
Member 343 posts
Registered: Feb 2006
Mick, is monsoon.wad missing from the github repo? Or should I point it at a different .wad? Found it. Placed in the repo ProjectQ1Q3, Frogbot Waypoint and Map Conversion Tutorial @ http://mickkn.mooo.com
Member 11 posts
Registered: Jan 2019
Feel free to push request it on github, then we can just release it as beta8 and so on Thank you, I will do that with next version, just to avoid having the same file going around with two different names. . fps issues are almost fixed. i still get lower fps when standing at the yellow armor, especially in the corner. Any idea of what could be causing that? when loading the map in ezquake, /map q1q3toxfix_b2, ezquake wont load it. gives error: bonus item fell out of level at -992 1944 1216 That's kinda strange because I don't get that error at all. Looks like the item you're referring to is this. On my ezquake it's there and working. EDIT. I checked the version running on the servers and yes, those two health packs fall off the map. I don't know why that doesn't occur on my PC with the same file, but I'm working to fix it. also, can you fix something that imo breaks the gameplay in this map? at red, remove height on the slime pools - the player falls inside, its annoying (dunno how it works in the original version) I agree it's annoying, but it was there in the original version. I raised the floor of slime pools in beta 1 so that the player can still see around him. Could remove height, but I'm trying to stay close to the original concept of the map, where slime pools were supposted to be an annoying trap to avoid.
Member 11 posts
Registered: Jan 2019
New version in top post. I'm really sorry about the problems of the previous versions caused by me not being experienced and rushing things. Hope this one works well.
Member 11 posts
Registered: Jan 2019
New version with many changes in top post. We're getting closer to a final release!
Member 343 posts
Registered: Feb 2006
New version with many changes in top post. We're getting closer to a final release! You should really push the changes to github. And keep the releases there as well. ProjectQ1Q3, Frogbot Waypoint and Map Conversion Tutorial @ http://mickkn.mooo.com
Member 11 posts
Registered: Jan 2019
Bump for final version in top post. Thanks everyone that helped me with this project!
Administrator 1265 posts
Registered: Jan 2006
never argue with an idiot. they'll bring you back to their level and then beat you with experience.
Member 11 posts
Registered: Mar 2015
Hi Thuriam Something to consider maybe have slime (toxic?), reason is slime is less punishing if you have those obstacles there for someone messing around them (ref. Toxicity_test). Thanks for the conversion. Was interesting map!
News Writer 912 posts
Registered: Jan 2006
Is this the version that is going to be used in Thunderdome or the terrible version with 2xLG, 2xMH, 3xYA and 0xRA
Also why is it Lava and not Slime? Definitely needs to be slime on this map
Member 105 posts
Registered: Apr 2017
Nice looking map. I was going to learn it but then I spotted a major problem. Many of the items are positioned above an embossed symbol. This means that a rocket or grenade will often do zero damage if it explodes within a groove. This will obviously happen often as it's common to shoot the floor below an item as an opponent is about to take it.
This is really an issue with Quakeworld and the way that it handles explosions. But until it's changed it's best that map builders avoid carving small details into surfaces.
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