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Post by MaRiNe [Q2C] on Oct 27, 2015 6:46:17 GMT -5
In my fused Rogue/Xatrix/Lazarus game DLL for KMQ2, I added a railgun wall turret variant, and gave them the ability to move with host entities. This was used to good effect in the second level of Mark Shan's Pax Imperia map pack. So you helped give birth to that monstrosity? God, I can't forget that rotating turret abomination thing. That fight was hard as hell. The Reckoning is also superior in terms of quality in the maps, I just noticed when walking through a few from TR & GZ yesterday. A few maps in Reckoning look incredible, while GZ is a little rough around the edges in comparison. In the original Q2 you can clearly see that the base maps were made last or among the last, and some of the final maps were made first. At least that's my theory because the quality goes way up in the beginning-to-mid of Q2 which makes sense since you want to capture the players early. I might give The Reckoning a proper playthrough one of these weekends, I can't remember playing through it actually, maybe the first few maps. My only lamentation is that The Reckoning doesn't have a unique final boss battle. The Black Widow Guardian in Ground Zero is a really refreshing change after just fighting Makron over and over again, and it helps that she's my favorite Quake II boss. Definitely play through it though. It shouldn't take you too long either - the mission packs are half as long as the main game. That, and you won't have to look over your shoulder for turrets at every turn in The Reckoning, as Knightmare mentioned.
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Post by MaRiNe [Q2C] on Oct 26, 2015 20:57:39 GMT -5
I really enjoyed the mission packs personally and I wholeheartedly recommend them. They have actually inspired a lot of my current maps - there's a lot of cool stuff in them.
That said, I do believe and agree with you that The Reckoning is superior gameplay-wise. Ground Zero dropped the ball a bit when it comes to those insufferable turrets past unit one.
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Post by MaRiNe [Q2C] on Oct 26, 2015 5:36:03 GMT -5
Yep! This is a Strogg train from the game's hangar/Big Gun unit and it's one of the ways to advance onto the next unit. And yes, I plan on making at least one more after this one. Thanks for the comments! Seems like Christmas will be an eventful one this year. I reckon that my unit will be ready around that time as well, so yeah, I'd love to! BTW, there's a larger version of that train in Ground Zero (rware2 and rbase2) that has custom textures. Oh, thanks for reminding me! That's a cool-looking train to boot that you can actually enter through a door. There's another one to keep in mind from The Reckoning too, though that one's more of a cargo train. If I use either instead I'll have to enlarge the tunnels, but this gives me an idea nonetheless...
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Post by MaRiNe [Q2C] on Oct 26, 2015 5:17:33 GMT -5
Oh, I get it now! It's that simple, huh? I can see now that that's what the tutorial was trying to say, but the way it was written was really convoluted and unclear to me. This is a much more understandable, short and sweet explanation for how to do it. Thank you so much!
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Post by MaRiNe [Q2C] on Oct 25, 2015 13:41:10 GMT -5
Okay, I've been reading the following tutorial in regards to "logic gates": www.quake2.com/qworkshop/tutorials/logic.htmBasically, I want to find out how to make something happen when a player walks through a certain room, but have it happen only after certain conditions have been met. In my case: I want to have a trig_once that opens a door when the player walks through it but ONLY after the player has acquired a key in another room. However, I can't make heads or tails out of that tutorial because the example it gives is way too complicated and I just don't get what I'm supposed to do to make it happen. Can someone help me understand what I have to do? Thank you in advance!
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Post by MaRiNe [Q2C] on Oct 25, 2015 11:58:43 GMT -5
Marine, You've caught my interest That launch pod/traom looking thing, does it move/can you interact with it? Gray shot looks solid, much like my own. Make this a release, I'm aiming for getting my little unit out here before/around christmas, join me! Yep! This is a Strogg train from the game's hangar/Big Gun unit and it's one of the ways to advance onto the next unit. And yes, I plan on making at least one more after this one. Thanks for the comments! Seems like Christmas will be an eventful one this year. I reckon that my unit will be ready around that time as well, so yeah, I'd love to!
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Post by MaRiNe [Q2C] on Oct 24, 2015 11:47:36 GMT -5
The maps look great, tmg & Margaal. Really impressive stuff. I really like the consistent theme in Bitter Sweet and the blue aesthetic of Margaal's level. Here's a couple of shots from the unit I'm working on.
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Post by MaRiNe [Q2C] on Oct 23, 2015 5:20:26 GMT -5
Looks awesome, definitely a lot more detail than my maps. And yeah, I agree with Giftmacher - I'm hoping you'll be working on the SP component of your maps for sure.
I'm also digging the fact that you're taking inspiration from the Xatrix mission pack, which of course I love.
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Post by MaRiNe [Q2C] on Oct 20, 2015 8:09:37 GMT -5
The screenshots are great Giftmacher - the map doesn't seem basic at all! Really liking the ruined base look of the level, great brush work and lighting there. Can't wait to play it!
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Post by MaRiNe [Q2C] on Oct 19, 2015 9:14:01 GMT -5
Yeah, I tried that out too. I even tried out to have it be just a single clip texture as opposed to one on each side.
I can get rid of the problem if I make the texture itself a light source as opposed to adding a light entity in front of it, but I really want to use colored lighting for that area, so I guess I'll have to tolerate it.
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Post by MaRiNe [Q2C] on Oct 19, 2015 9:07:59 GMT -5
Yeah, I'll just include the files borrowed from the mission packs in the archive, same as you would if you used custom textures.
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Post by MaRiNe [Q2C] on Oct 19, 2015 9:06:26 GMT -5
I actually really like sewer and mine levels, but to each their own. I'm fed up with castle-themed or Gothic levels, Quake 1/3 style.
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Post by MaRiNe [Q2C] on Oct 19, 2015 4:55:56 GMT -5
Is the first sewer picture from Oblivion? Because it looks incredibly familiar and I'm pretty sure it was from the beginning of that game, though I could be wrong. I'll have pictures from my unit soon as well - just have to make it somewhat presentable first.
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Post by MaRiNe [Q2C] on Oct 19, 2015 4:54:37 GMT -5
Same here with just a few exceptions - I use some textures from the Ground Zero and The Reckoning mission packs. Oh, and I like one of the skies from Ground Zero a bit too much not to use it.
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Post by MaRiNe [Q2C] on Oct 18, 2015 5:53:59 GMT -5
I encountered the same problem, actually. I'd like to know how to fix that too.
The workaround I ended up using for now is having the func_buttons target the target_speaker instead of the path_corners.
Basically I gave the target_speakers the same targetname as the func_train itself.
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