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Post by peeweerota on Apr 7, 2010 20:29:00 GMT -5
its a ISO copy of moobs Quake 2 folder [06/Apr/2010 11:19:52] <a> removed by admin [06/Apr/2010 11:19:57] <a> Every map ever made [06/Apr/2010 11:20:54] <|iR|Dervish> OFC [06/Apr/2010 11:20:58] <|iR|Dervish> LETS ALL CLICK ON THAT [06/Apr/2010 11:21:02] <|iR|Dervish> GTFO [06/Apr/2010 11:22:46] <[sYn]WailRofl> ? [06/Apr/2010 11:25:25] <a> I just got done putting all those together today [06/Apr/2010 11:25:40] <a> It's over 2000 maps and a few dozen mods [06/Apr/2010 11:25:43] <|iR|Dervish> i bet [06/Apr/2010 11:25:49] <a> no missing textures I figured out that it is supposed to say: Almost EVERY map and mod ever made? I was too quick to jump the gun. Sorry that I ever doubted anyone named MOOBS. It will never happen again. LOL
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Post by peeweerota on Apr 7, 2010 9:13:05 GMT -5
Changing formats to be a map of the day server. I'll have this run with only 1 map at a time with the "samemap" flag on.
Currently running digwogdm (surprisingly fun!)
After today I'll add a rotation of like 2 or 3 maps and just start swapping out that rotation. So it will still be "map of the day" it will just have 2 other maps to add some variety.
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Post by peeweerota on Apr 7, 2010 8:08:30 GMT -5
Very awesome. I'm happy that you are doing well after the whole experience
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Post by peeweerota on Apr 7, 2010 7:16:48 GMT -5
well done peewee looks cool, u can release it on planetquake if u want, good job Thanks Don't forget though all of that gameplay was your design. The tele's that lead to the upper rooms, the grenade launcher that can be spammed down the upper stairs, the red/adren chain, the upper rocket corridor, the rail/mega room. You really had a killer design that I started with I just made an already good map more pretty. I've uploaded it to PQ, just awaiting the most awesome big man on campus over there to press the approve button. I'll post the link when it's ready. ***EDIT It's ready: planetquake.gamespy.com/View.php?view=Quake2.Detail&id=1316
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Post by peeweerota on Apr 6, 2010 11:02:37 GMT -5
Spam?
I advise against clicking that link until we hear some more from this user.
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Post by peeweerota on Apr 5, 2010 9:19:15 GMT -5
Well it's not quite friday yet but it's done! Added sounds, sunk all the tele dest's and spawn pads into the floor, moved the chaingun, and added a second RL. It was all simple stuff and I'm happy with this version.
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Post by peeweerota on Apr 5, 2010 8:02:50 GMT -5
Since all i have left is item placement then I'll give myself a deadline of friday. If not I'll shave off my ridiculous amish beard. I should have it done sooner than that but it's all about motivation.
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Post by peeweerota on Apr 1, 2010 20:58:20 GMT -5
IP has changed due to my recent move. New IP at: 24.131.69.189:27911
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Ya3dag
Mar 26, 2010 10:39:47 GMT -5
Post by peeweerota on Mar 26, 2010 10:39:47 GMT -5
It's a very awesome idea and it has so many features.
Terrain, Newton Physics, Basic NPCs, Dialog. It also has it's own level editor based on the qoolev99 source. Not sure if that is still current but It's so awesome that someone used that and brought it up to snuff to make it more useful.
The gameplay itself has always been rather lacking. There's no view weapon models, over-powered monsters, melee combat is useless, and the magic system is not advanced enough to make up for it.
So it's like on the cusp of being awesome. It's certainly impressive and I applaud the creator. It's just not done yet.
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Post by peeweerota on Mar 16, 2010 15:10:47 GMT -5
If 3DS Max exports to map: sure, you can do it. You gotta get the scale right though. And it won't help you circumvent Q2 engine limits of course (very complex geometry => high r_speeds). Most stuff for more recent games and mods is modeled in 3DS, Maya, Blender or whatever. I'm not sure if that's really needed to make a good Q2 map though. I can actually chime in here. At work we used the Torque Gaming Engine which basically has a giant terrain map and allows you to drop in BSP map objects. We found that the custom tool had trouble making tri-strips and would end up cutting faces on every single polygon when lighting. This doubled and even quadrupled the lighting time for map loads for every single bsp entity. We found that recreating the same objects in Quark was significantly better. It was funny because I wasn't even on that team but they asked me to come help because they knew that I was familiar with quark. So moral of the story, the things that you make in 3ds Max or other tools may end up playing hell with vis. Doesn't hurt to try. Another option is adding World Model support. This is an insanely simple change to the engine and I'm fairly certain that it either already exists or is slated to be added to clean code.
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Post by peeweerota on Mar 15, 2010 8:00:59 GMT -5
cool!
I recommend switching to an r1q2 server. It offers lots of bug fixes, improved network code, and faster HTTP downloading.
I love the giant 64 player maps. I made a couple giant ones myself
You should also visit tastyspleen.net and PM console. See if he will add your server to the goto network. That requires both r1q2 and q2admin. There are plenty of people that can help you set up both.
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Post by peeweerota on Mar 13, 2010 21:10:31 GMT -5
Yes and I want one of them to be remade (namely, the one with the fans that pushes you up into a long corridor). I'll look for a copy of the PS1 version on ebay or something. However I'd need to find an emulator and a rom in order to properly recreate it. I tried making Twists (q264_4) from memory and it didn't work. I started over trying to play the game from the n64 and it didn't work either. Finally, I got the rom and was able to finish it in a couple days. (where as the other methods took over a month and ended up needed restarted anyway)
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Post by peeweerota on Mar 9, 2010 17:49:22 GMT -5
Just added to rotamaps server
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Post by peeweerota on Mar 9, 2010 17:33:32 GMT -5
Mad Dash q264_7.bsp 4-16 players Next map in line from the N64 deathmatch maps. This one is the largest of them all and was originally made to be played with 4 players in the "flag wars" and team deathmatch modes of quake 2 64. As for items, the original placement was unplayable. There were only 4 spawns and one side of the map only had shotgun, chaingun, grenade launcher, and hyper while the other side of the map had power shield, railgun, and rocket launcher. In n64 the railgun is not quite as useful and the hyper and grenade launcher are significantly more useful when people have more rigid movement patterns. So the item balance worked well in the original but I changed a heck of a lot for this one. I added a rocket to both sides, added armor to the previously weaker side, and replaced the powershield with an item chain that switches between power screen and green armor. That makes it more fair when it takes even longer for power armor to respawn. I did leave in the BFG this time since the name of the map is based on the "mad dash" that happens at the start of the map when every player runs after the BFG first. The last thing you'll notice is that fairly simple bunny hopping and ramp jumps will enable you to reach areas that required using a longer path in the N64 version. I'll let you find them but I don't think that it subtracts too much from the gameplay. zeliepa.com/dna/files/q264/q264_7.zipNote, this map is a huge collection of similarly textured corridors so I am showing roughly 1/6th of the map in these pics.
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Post by peeweerota on Mar 9, 2010 17:01:06 GMT -5
How do I get Tastyspleen to connect me to an empty server or map that I already have (like a hub or start map) so I don't have to wait for Q2 to download a map and a bunch of files I won't be using? You could connect directly to my IP 24.131.69.189:27911 Or you can join a tastyspleen server that only runs standard maps, like DM (74.54.186.226:27916) or sheridan (74.54.186.226:27913) The entire Tastyspleen server listing can be found at: tastyspleen.net/quake/servers/list.cgi
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