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Post by peeweerota on Jun 16, 2009 10:49:05 GMT -5
Pretty cool, nice work. Are these on Tastyspleen Mutant yet? Thanks! I uploaded them all but I guess Quadz hasn't been able to sync them yet. I have another one almost complete. It should be ready in the next couple days.
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Post by peeweerota on Jun 15, 2009 19:42:11 GMT -5
I'm a regular now I'll let my chain of friends in on that info too.
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Post by peeweerota on Jun 14, 2009 17:48:20 GMT -5
From some of the talks with Paril, ease of adding weapons is an intended feature. From looking at the code, yes that is absolutely the case.
Every weapon has it's own cpp file where it's own functions are defined. However the ability to use both ammo types is a bigger change than it sounds. First of all in order to subtract both ammo types, you'd either need a slight redesign of weapon_generic or a simple way to subtract that ammo at the end of that weapon's p_weapon functionality.
Second you would need to rewrite some noammoweaponswitching and weapon_change functionality so that the game checks for both ammo types before switching weapon.
Lastly you need to decide how you want to display that information to the user in the new hud code. This is insanely improved in clean code, but still a consideration. I personally would blink the different ammo types in a similar fashion to the way it blinks between armor and power armor.
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Post by peeweerota on Jun 14, 2009 10:19:41 GMT -5
Very cool. I actually plan on doing the entire n64 SP campaign in the near future as well.
A few notes on that map.
It's an entire level. the boss fight is only the ending of it.
The major challenge in the fight are the lasers. It's very difficult to dodge the supertank's chaingun fire without accidentally running into the lasers.
The entire laser system, which you activate throughout the whole level before reaching that point, is one of the coolest Q2 "missions" in existence. Sort of similar to something you come across in the Xatrix expansion
There is a secret in that room that wasn't visible in that video.
I'd have to double check but I think you're slightly off on the scale. Maybe 64 units in the X(width) and Z(depth)
Anyway very very cool. I think it would be a perfect starting point for the SP map when I get that far. I'd love for people to help too. I can provide access to the original N64 game for reference.
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Post by peeweerota on Jun 13, 2009 9:57:04 GMT -5
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Post by peeweerota on Jun 13, 2009 9:52:07 GMT -5
I decided to make this version final. I played around a lot with the BFG at the current spot and it's still fun in FFA.
I updated the link above to reflect the new mapname.
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Post by peeweerota on Jun 10, 2009 5:38:32 GMT -5
Did everyone find the secret at the end? The "credits" that rolled were pretty funny.
The very last "level" in the subway was extremely well done. I'm equally as impressed as I was with the level in Quake 4 in which you travel inside the space pods to enter one of the nexus towers. Great work!
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Post by peeweerota on Jun 9, 2009 14:09:53 GMT -5
OK, I have a question for you guys. I created a small pad (which is a moving platform) that circles the map in the air. At a few spots on the map, you can jump on the pad and ride it around the map. Do you think this is a good idea? I think that if there were several platforms then it would be a very interesting dynamic. There are a few popular maps with similar concepts like a helicopter that flies around in an Action Quake 2 map. But a new fun dynamic would be to have several moving platforms that a player could jump on a second platform to try and catch up to the person that has just jumped on the first. Especially if they are close enough together that you can jump between them at certain points. Is the existing platform a func_train or a func_rotate. Func_rotate's have this strange ability to cause crushing damage if a player touches 2 or more surfaces of that rotating platform at the wrong angles.
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Post by peeweerota on Jun 8, 2009 20:59:52 GMT -5
Hi, just hoping to get some honest opinions. Here's another remake from the Nintendo 64 port of quake 2. It's essentially finished but I have some concerns about the item placement. All of the items right now are exactly how they appear in the original. This map works great in the n64 port as is. I'm kind of concerned that the invulnerability and BFG are not placed well for a PC version of the map. So I'm looking for some additional opinions before deciding whether to replace the items or leave them as is. Keep in mind that this is an FFA map designed for 4 players (but scalable to 8). This absolutely is not a 1v1 map. P.S. there is one cleverly hidden secret that doesn't affect gameplay. I added it in kind of as a joke so kind of just ignore it when giving advice zeliepa.com/dna/files/q264/q264_8.zip
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Post by peeweerota on Jun 7, 2009 10:00:20 GMT -5
re-railing this topic (and doing 200 damage?) this is a very fun SP campaign. The weapon damages are tweaked as well to make things more interesting. The regular shotty does about 60 damage total instead of 48. The ETF rifle does more damage than it did in rogue. The nuke from rogue is now a useful item. The disintegrator is put back in and placed so that it's finally useful. It is best used for killing flyers and other flying baddies.
The levels are very nice. The first thing you should notice is that the main features of most maps are made using prefabs from regular and expansion SP maps. Extensive and relatively nonlinear maps are built from these prefabs and they are simply stunning. It is to the point that the prefabs are less of a copy and paste, but more of a base for functional theme that ties in perfectly with the existing standard and expansion campaigns.
My only complaint is that on top of having well placed enemies for interesting and dynamic fights, the "hardness" is increased by placing large amounts of overpowered monsters. The gunners with power shields that take 4-5 rails is an interesting twist. The flyer bosses with power shields that take over 20 rail shots is boring and quite annoying. There is a power1 themed map with an endless barrage of overpowered monsters that gets to the point of monotony.
Apart from that, it's a very well put together game.
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Post by peeweerota on Jun 7, 2009 6:32:18 GMT -5
Because it wasn't an original pc version, it kind of feels like a community based level and not from 'id/developers' themselves. The port to n64 was contracted out to a company called Raster Productions L.L.C. according to wikipedia. I remember reading somewhere that they also got help from the level designers from xatrix. Most of the single player maps in q2 64 are based on the Xatrix expansion mixed with original maps. There is actually only 1 map based on the original SP compaign, base3. This is partly because they had to remove the hub system, probably due to n64 limitations. But I digress. I plan on converting all of the DM maps. There are 9 in total, so 8 left to go. The next one will probably be Empty Space because it's an incredible FFA map that provides game play for the the BFG and invulnerability that I never thought were possible.
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Post by peeweerota on Jun 6, 2009 20:52:22 GMT -5
Thanks I'm pretty sure I covered this already but I want to be doubly sure I mentioned it. I did not design this map. I merely copied it cube for cube from the nintendo 64 version of quake 2. But yeah this map is one of the greatest quake 2 deathmatch maps ever made. Unfortunately up to this point the only way to play it was on an N64 with only up to 4 players. Now it can finally see the light of day To get specific about things. There are minor differences between this and the original. I left out the BFG and replaced it with a Mega, in the original the quad swaps out for a red armor, quad, and invulnerability, and the hallway behind the mega leading to the elevator is a bit longer than it was supposed to be. Apart from that it is a completely accurate recreation. Can't wait to get some frags on it
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Post by peeweerota on Jun 6, 2009 10:26:37 GMT -5
A remake I just finished of the Quake 2 for N64 deathmatch map Twists. 2-6 players. I used the closest possible textures I could, but q2 64 had a whole different texture set. zeliepa.com/dna/files/q264/q264_4.zip
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Post by peeweerota on May 22, 2009 9:25:14 GMT -5
More like keeping us on pins and needles waiting for this next one.
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Post by peeweerota on Mar 24, 2009 11:15:46 GMT -5
update:
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