Mikemc
Quake 2 Mapping Club
Reminiscing this & that & having such a good time
Posts: 344
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Post by Mikemc on Jan 31, 2010 4:27:29 GMT -5
Is there a command or way of listing all the world sounds that are being used in a map?
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Mikemc
Quake 2 Mapping Club
Reminiscing this & that & having such a good time
Posts: 344
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Post by Mikemc on Jan 31, 2010 4:25:29 GMT -5
I like to swap out the enemy's sounds for fresh ones but I am finding alot of game sounds that aren't even being used?? For example the Supertank boss has 7 sounds in its directory but only the movement, first sight and death sounds are used, with 4(!) sounds left unused. And many sounds are borrowed from other units. It's gunfire sound is "infatck1" from the Infantry unit and the rockets are "Tnkatck1" from the Tank. Now instead of having enemies with their own new 'personality' I am getting some mix-and-match, which often sounds silly. - Mike
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Mikemc
Quake 2 Mapping Club
Reminiscing this & that & having such a good time
Posts: 344
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Post by Mikemc on Dec 26, 2009 5:53:26 GMT -5
I can't make the first long jump
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Mikemc
Quake 2 Mapping Club
Reminiscing this & that & having such a good time
Posts: 344
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Post by Mikemc on Dec 17, 2009 16:46:19 GMT -5
Once you unlock the cage, is that it for the map? It was over too soon . But it does provide good ideas like that crane!
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Mikemc
Quake 2 Mapping Club
Reminiscing this & that & having such a good time
Posts: 344
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Post by Mikemc on Dec 14, 2009 17:15:13 GMT -5
YES! FINALLY! But you beat me to first post, I have 3 puzzle maps of my own in the works. - Mike
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Mikemc
Quake 2 Mapping Club
Reminiscing this & that & having such a good time
Posts: 344
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Post by Mikemc on Nov 25, 2009 0:27:08 GMT -5
Well, how's'about a theme driven, un-judged map "project" then... Eh? LeRay's map for the last contest has been on my mind (specifically the moving elements). The idea of an entire map effort combined or otherwise that focuses on movement would be interesting. Ooooor, something along the lines of PeeWee's map but focused on linear progression. Let me 'splain... - No need for it to be dm or sp (think sp without monsters). - Every room/area/zone/whatever needs to have things that move or animate. - Maybe even maps that are timing, puzzle or platforming based. - All focused on moving stuff... Eh? Eh? EH!!! In the Farcry series on the Xbox there was a large community for Obstacle courses (made 2 of them myself). I'd really like to see more of them in Quake. While not really an obstacle course, Half-Life's "Weird Comic Art" was a hoot and then there's 3 units within Quake and HL that were sheer HELL..
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Mikemc
Quake 2 Mapping Club
Reminiscing this & that & having such a good time
Posts: 344
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Post by Mikemc on Nov 25, 2009 0:17:49 GMT -5
I don't play Deathmatch but.. Holy shit that looks good!
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Mikemc
Quake 2 Mapping Club
Reminiscing this & that & having such a good time
Posts: 344
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Post by Mikemc on Oct 29, 2009 0:04:31 GMT -5
I understand there may be a snag but what if grenades could be stood upon and didn't explode, couldn't that work? It's ok if the crates don't rotate or fall over from weight, it'd just be a hoot to toss explosive barrels around! Maybe give them a 10 second fuse so that you have to climb on them quickly before they detonate and you fall... if you're not already killed by the explosion.
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Mikemc
Quake 2 Mapping Club
Reminiscing this & that & having such a good time
Posts: 344
|
Post by Mikemc on Oct 26, 2009 3:10:50 GMT -5
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Mikemc
Quake 2 Mapping Club
Reminiscing this & that & having such a good time
Posts: 344
|
Vipers
Oct 14, 2009 5:55:17 GMT -5
Post by Mikemc on Oct 14, 2009 5:55:17 GMT -5
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Mikemc
Quake 2 Mapping Club
Reminiscing this & that & having such a good time
Posts: 344
|
Post by Mikemc on Oct 14, 2009 4:06:52 GMT -5
You're bullshitting right? This is just another Scareware like Y2k! Poisonous vaccines at gunpoint, yeah ok.
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Mikemc
Quake 2 Mapping Club
Reminiscing this & that & having such a good time
Posts: 344
|
Traps
Sept 27, 2009 22:04:50 GMT -5
Post by Mikemc on Sept 27, 2009 22:04:50 GMT -5
Are you using path_corner to move the water (like a train)? If so then the path_corner entities should have a check box for 'teleport'. Any path_corner with this will instantly teleport the platform to the next.
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Mikemc
Quake 2 Mapping Club
Reminiscing this & that & having such a good time
Posts: 344
|
Post by Mikemc on Sept 27, 2009 21:57:18 GMT -5
WOW! In Farcry Instincts on the Xbox we had a similar idea only there was no glitch and you maneuvered the course with balance and sometimes pixel-perfect jumps. I think some of these maps might be good for that if the gravity was only lowered a bit . OR any of you know of straight obstacle courses for Quake?
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Mikemc
Quake 2 Mapping Club
Reminiscing this & that & having such a good time
Posts: 344
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Post by Mikemc on Sept 27, 2009 21:41:38 GMT -5
Ahh.. actually I have figured it out myself, but thanks for the offer.
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Mikemc
Quake 2 Mapping Club
Reminiscing this & that & having such a good time
Posts: 344
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Post by Mikemc on Sept 26, 2009 17:47:52 GMT -5
I made some pipe sections, then assembled them into a maze and now I'm getting nonstop leaks! Anyone heard of a pipe making program or have any tips for making this map?
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