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Post by giftmacher on Oct 25, 2014 5:53:13 GMT -5
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Post by giftmacher on Oct 26, 2014 3:42:01 GMT -5
Glad you liked this one, it took about 5 days to build (long hours!), I got the idea for the map when I was learning the func_train entitity, building the cooling pump in a prefab map. I'm still tweaking it, after some 10 playthroughs I realized the railgun, even though its a secret, is waaay too strong, because the tanks in the reactor room are so easy to kill with it! and all the newly spawned enemies as well.. So I think I will change the items in that secret to Megahealth and some rocket ammo, making the rocket launcher the top tier weapon for the level. Also did you play it on hard? I forgot to mention there were difficult settings, I made changes to easy, normal and hard! On hard, all "tanks" are suppose to be tank_commanders instead of normal ones, I realized this wasn't the case for this release so I have fixed that now Only 1 tank/tank_commander will spawn in the water/big_fan room and not 2 hehe, but it will be a tank_commander if its on hard. Also both tanks in the reactor room will be tank_commanders on hard of course. Thank you for playing it xian! Some questions/thoughts for changes * I made 2 medics spawn after the cooling pumps are activated, I didn't use target_spawner, instead I placed them and used "trigger spawn", I then gave them some path_corners so they would patrol and "ressurect" any dead enemies lying around. But they didn't use the path_corners, they did resurrect enemies though if they happened to be close enough. Any suggestions what I can do to tweak them? * Is there a tutorial for how to bend pipes/prisms in Quark, I did it but it wasn't flawless, I'm sure there is a "correct" way of doing it. I will mess around a bit more with it today, maybe I can figure it out. * Detail on underwater floors/walls, they look a little bland compared to the above water stuff, but I couldn't come up with good floor trim, except for drains, might add 1 for each water pool. Diggers seem to mess up water if they touch it so hard to use underwater right? Again, any feedback is appreciated! Edit: Tweaked (some more detail and monsters work a little better throughout all difficulties), I updated the link. BTW Did I happen to remove your comments xian or what happened?? Can't see them anymore.
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Post by knightmare on Oct 27, 2014 2:09:16 GMT -5
It seems that all the posts he made just mysteriously disappeared...
His user account still exists, though. And there's no indication that he's been banned.
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Post by giftmacher on Oct 27, 2014 3:40:15 GMT -5
Ok thank you for that info knightmare, I was feeling bad for him. BTW I see that you have done some serious work for this community, I'm about 8 years late, I'm looking at your KMQuake2 engine mod and it looks aweseome. I was wondering, if I use your engine/mapping functions to produce maps, can they still be played in original quake 2 v3.20 or how does this work? (I have no knowledge of coding)
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Post by knightmare on Oct 27, 2014 10:35:14 GMT -5
KMQuake2 (in the engine itself) adds a few new mapping features such as textures with holes and moving trans surfaces, these won't work on vanilla Q2. Most notably, going beyond the old +/- 4096 map bounds or exceeding the limits on models/sounds/entities will make the map not compatible with other engines. This is just like how maps designed for DarkPlaces won't work correctly with the original Quake client.
Most of the Lazarus features will still work under vanilla Q2 if the Lazarus mod is installed, however.
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