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InsideQC Forums • View topic - CocoT announces Transloquake

CocoT announces Transloquake

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Postby xaGe » Sun May 27, 2007 2:23 am

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Postby CocoT » Sun May 27, 2007 6:18 pm

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Postby Kell » Sun May 27, 2007 9:38 pm

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Postby CocoT » Sun May 27, 2007 10:12 pm

:o

Oooooh, that would super-nice, Kell, thanks!! :) And, yeah, it can wait, obviously :wink: I am myself really busy and, between you and me, really shoudln't be doing all this for the moment... So I'll probably take a little break away from it once the demo is out there and probably will map again for it only in the end of June. So no hurry :D

The demo is almost done, so you'll soon be able to see how it feels to play it. As I said, I have tried to model a little translocator (not the launcher, though), but it's rather simple...
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Postby CocoT » Tue May 29, 2007 8:11 pm

So here is it, TRANSLOQUAKE DEMO 1!


(note: if no file is showing at the address, it will soon. I've just uploaded it and maybe it needs to be accepted first by FilePlanet)
http://rapidshare.com/files/34123075/tr ... 1.rar.html
(for those who would prefer a mirror)

It comes with a help document that is pretty self-explanatory, but maybe there are a couple of things I might want to add.
- The mod was built using Darkplaces and I thus really encourage you to use it when playing. I've tried other engines but obviously the mod is not optimized for them and you'd be missing one or more elements (demos, music, skyboxes...)
- It comes with code source and map source, feel free to play around with them.
- Maps have not been vissed. It would have taken a lot of time on my computer (a little more than a day) and, since I'm also using my laptop for work, I really could not afford it. I think maps are still playing fine, though. I'll work on vissing my maps using a friend's computer for the "bigger" releases.
- The code is not what I spent the most time on. If you see ways to optimize it, fix stuff or add things to make it better, don't hesitate to point them out. I'll welcome any positive change and will be willing to include your code suggestions in the following versions of the mod. Obviously, it's my goal to improve it myself, too, but, well, you see what I mean...
- I haven't included (for lack of time) extras_r4 into the mod. If you want to do so (if only to add rising water and create "reverse" Hurried-Descentesque levels), go ahead and don't hesitate to upload your new source code, so that it will be a feature that will be available to mappers in the next versions.
- Remember that the music included is not freely re-redistrubable, but everything else is (just give me some credits if you reuse the maps, mmokay? ;)).
- Oh, yeah, and, I've changed the bonus1 map slightly since the video. I've made the older skybox (chaoscity) still available if you really prefer it.
- The tutorial map is called "tr4"... I know, not the most practical, but, don't worry, all this will be fixed for the full release (I thought it didn't really matter at this point and didn't bother changing some of the specific info in the code)

Mmm... I think it's about it! I hope you enjoy this little demo and, who knows, that it might inspire you to build maps!
As I was explaining earlier, I have a lot of work in my profesional life waiting for me, so I probably will pause for a couple of weeks before being able to keep on working on this, but I will certainly keep on checking the forums and follow up on your feedback :)

Note: The best I did on the bonus map is to have only 2 keys left... I'm sure it's beatable, though (make sure you grab a handy little bonus hidden in it, however)... The one that posts a demo (that runs under DP, please and without fiddling with the code!!) of him/herself beating it will see it becoming the new official "demo1" of the next releases! :)
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Postby Entar » Tue May 29, 2007 9:58 pm

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Postby CocoT » Tue May 29, 2007 10:22 pm

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Postby Entar » Tue May 29, 2007 10:43 pm

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Postby CocoT » Tue May 29, 2007 10:54 pm

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Postby Entar » Tue May 29, 2007 11:12 pm

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Postby CocoT » Tue May 29, 2007 11:22 pm

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Lightbugs in Transloquake... I mean, literally.

Postby CocoT » Fri Sep 21, 2007 2:37 pm

A little new youtube video for you guys:

Image

To tell you the truth, I haven't been "working" much at all on Transloquake in the past few weeks, so progress has been really slow. I did work on this new map in the end of June/beginning of July, though, and thought some of you might enjoy having a peek. The map is a little inspired by some of those "forests" maps of UT2004 and I had fun implementing fireflies. Obviously, this is a map in construction, I still have to add tree tops and bottoms, as well as bonuses and keys and proper teleportation.
I'm still going to be pretty busy in the next few months (with little hope of it stopping any time soon), but I hope to work on this from time to time and I'll keep you updated ;-)
Last edited by CocoT on Sat Sep 22, 2007 4:19 pm, edited 2 times in total.
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Postby neg!ke » Sat Sep 22, 2007 10:24 am

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Postby CocoT » Sat Sep 22, 2007 4:25 pm

Thanks :) I think almost all the skyboxes I used so far are from

Yes, I haven't really done much code-wise when it comes to that new bonus, but it'd be a good idea to make it possible to offer one or more tries, maybe according to chosen difficulty, and of course have one or more in the level :)

I started this mod as a pretty much totally newbie mapper and it is true that, with time, I realized the evil of carving :P There is still some carving going in this map, it's true (is it visible?) and that does limit my freedom in going for more complex structures. When I'll polish up this map (and others), I might work in redoing some of the architecture to get rid of the complicated ones created by carving...
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Postby Kools » Sun Oct 07, 2007 11:24 pm

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