m
Quake 2 Mapping Club
Posts: 416
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Post by m on Aug 19, 2006 22:19:07 GMT -5
Wixen/Paril/Sabotuer... Thank you. Sabotuer... I did make a few maps for Q3, I don't like the whole "high-res" texture thing. For some reason it does not appeal to me visually. I dislike everything about the Doom3/Quake4 engine. It's all chugs and bugs even on a decent PC. I find that the UT game engines are much more interesting. Q2 is still A-#1-quickie-quickie-good-time-fun game for me. Grieve... All by hand, one brush at a time. Progs like Nems are too inaccurate and rough. A little further along (read - finished... the R's are pretty maxed out) and close to the final look for a "beta" map. It sure is fun just to run around in, the upper ramps and rail are just for kicks, with the "slick" flag you can't get a nice grind on it.
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m
Quake 2 Mapping Club
Posts: 416
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Post by m on Aug 19, 2006 12:00:27 GMT -5
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m
Quake 2 Mapping Club
Posts: 416
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Post by m on Aug 8, 2006 20:30:54 GMT -5
I would be there but...
[21:27:36] Connecting to server [21:27:39] No reply from server Maybe the server is offline or maybe teamspeak is not running on it
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m
Quake 2 Mapping Club
Posts: 416
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Post by m on Aug 6, 2006 14:49:12 GMT -5
I may have missed some of the details that would answer these questions but...
-Will this be only for skate park maps or will other styles work?
-What about a downhill racing mode?
-Are there any special surface properties that would be required for the maps?
-Would it be possible to tweak the pitch so that we could ride through a cork-screw?
I can think of more map ideas for this kind of mod than I'd ever have time to make BUT they would be mostly simple to create. I picture a lot of long, twisty downhill runs with nice "bobsled" type curves and tunnels and such.
This seems like a fun idea, I still have my old Fiber-Flex board (bright red, black grip-tape), my Solar Radiation wheels (neon yellow) and my Bennett Pro trucks (black and chrome) combo from the mid 1970's . I was ten or eleven when I first got into skating... I break too easily now so those are the days of foolish and carefree yore for me.
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m
Quake 2 Mapping Club
Posts: 416
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Post by m on Dec 25, 2006 18:04:21 GMT -5
3rd Ziggok II is your bestest choice. it is smart as hell and can easily use switches, functrains and especially jump pads. there is a lot of route files for it on the home page, for tons of popular maps. you only have to locate the stuff, since the bot and the site is by a japanese guy. users.jp.tri6.net/~ponpoko/3zb2/ This would be my answer too. Musashi did some amazing things with them in the Awakening 2 mod. They use jump-pads properly and do fair in all of the multi-player modes.
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m
Quake 2 Mapping Club
Posts: 416
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Post by m on Aug 25, 2006 13:48:52 GMT -5
OH COME ON! GET WITH THE TIMES... Q2 IS DEAD/GONE/PAST...
We are in Q3 now and heading into Q4... (in about 36 or so days)
Quake 2 still rocks my gaming world though. Oh and so does Far Cry for the Xbox.
***wink-wink-nudge-nudge***
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m
Quake 2 Mapping Club
Posts: 416
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Post by m on Jun 20, 2006 20:03:12 GMT -5
Oh, me... me... pick me!
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m
Quake 2 Mapping Club
Posts: 416
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Post by m on Jun 15, 2006 21:59:16 GMT -5
What good could possibly come from dredging something like this up now?
On the eve of a new mapping contest's results, in which so many involved have some questionable and or troubling histories together?
All of those troubles and issues have been thankfully laid aside and it has been very nice seeing everyone get along so well. Why risk all kinds of turmoil again?
Sorry, I should have probably kept quiet but I am having a hard time finding humor in any of this. At best it is very poorly timed.
Would it be possible to let this kind of thing go until later when emotions won't be running so high?
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