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How to make a map list?

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  • How to make a map list?

    Been playing with dmsp2 a bit again lately and have found several good maps that work well with it.

    But I always have to load the maps manually to play them. Is there a way I can combine them all into one package and make each level play back to back?

    Thanks.

  • #2
    When you coming back to Multiplayer Q1 brah! ? ! ?
    Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!

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    • #3
      Originally posted by Mindf!3ldzX View Post
      When you coming back to Multiplayer Q1 brah! ? ! ?
      Not likely anytime soon.

      Comment


      • #4
        Well, whenever hell freezes over (that's the gist of your answer I'm getting) I'll have you a cold cup of Lemonade waiting on you, we'll shoot the shit over some fresh Lemonade @ The Abandoned Base, then when the gaming begins, I'll break out the Grape Juice


        Cya round broseph!
        Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!

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        • #5
          Hello Legend,

          DM maps usually do not have an exit, so you cannot really jump out of it.
          The map change rules for multiplayer will most probably not work in single player mode.

          You would have to edit the dmsp2 source to create a possibility to auto-change maps I guess. But I did not play that mod yet, so I have no idea what happens once you killed all spawned monsters...

          But opening the console and type:
          map xxx
          should be not really a problem, no ?
          As you said yourself, that always works.

          Best regards.

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          • #6
            Manually changing the maps isn't really an issue. It's just hard to remember all the map names to change to.

            dmsp2 mod automatically ends and changes the level after the last monster has been killed.

            I usually play it with directq 1.8.4, so you can load the maps from the options menu.

            It's not a big deal or anything. It just would have been nice to make the maps play in an order or even setup for random maps.

            Thanks for the info guys.

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            • #7
              Originally posted by Mindf!3ldzX View Post
              Well, whenever hell freezes over (that's the gist of your answer I'm getting) I'll have you a cold cup of Lemonade waiting on you, we'll shoot the shit over some fresh Lemonade @ The Abandoned Base, then when the gaming begins, I'll break out the Grape Juice


              Cya round broseph!
              Ok, mighta been a bit premature. I actually gave dm a go today for the first time in a long time. Had a good time. Just gotta figure out how to get it going again with my prefered controls. (gamepad)

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              • #8
                This is a pretty good page describing all the standard Quake ID maps that come with the game:

                https://www.quaddicted.com/quake/episodes_maps

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                • #9
                  Originally posted by Legend View Post
                  ... It's just hard to remember all the map names to change to. ...
                  There is a brief custom map reference page (very much a work in progress) here in case this helps (well...perhaps when it's complete). It's nowhere near as detailed and complete as Quaddicted but you never know, it may help

                  KR's
                  Monty
                  Mr.Burns
                  "Helping to keep this community friendly, helpful, and clean of spammers since 2006"
                  WWW: Quake Terminus , QuakeVoid You Tube: QuakeVoid
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                  News: JCR's excellent ctsj_jcr map is being ported to OOT

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                  • #10
                    qrack and joequake and engine x has a Maps menu option to show all maps installed. or else in qrack u can bind a key to "changelevel" with no parameter and it will load a random map for u. or if you REALLY want i can make a quakec mod for you to include a 'warp' command that will prompt u with a menu listing maps to load. you can then add more as you wish.
                    www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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                    • #11
                      Thanks for the info guys. I'm still going through a handful of dm maps and picking the ones that play best. Trying to whiddle it down to 20 or so.

                      Anyone know if dmsp2 supports map cycles (like frikbot)? If so, then that would be a perfect solution. Or a way I can have the levels load in a cfg file.

                      @R00k
                      Thanks for the offer. I may take you up on that.

                      Thanks again guys.

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                      • #12
                        The Soul of Evil mod has a dmsp mode which is pretty good... I even added some monsters from other mods to keep it interesting. I recommend getting used to the wizards (in the regular SoE story) before jumping into it.

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                        • #13
                          @Zop

                          I've tried the dmsp from soul of evil and it is fun too just like dmsp2. The wizards can indeed be a pain.

                          What other enemies/monsters did you add? Did you add them to the standard dmsp2 mod (also by the same author I believe as soe) or just to the soul of evil version?

                          Any chance I could get a copy?

                          The main question of the thread though was looking for a way to make the maps load consistently. I have no qc knowledge but am trying to see if I can figure it out to do a couple small things like the map loading for dmsp2 (maybe by making it use mapcycles like the frikbot). Probably a ways away from getting very far though.

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                          • #14
                            I added the spider from marcher, the flying gargoyle "gaunt" and voreling from Warpspasm (Quoth), and the scorpion "scourge" from hipnotic. The gaunt doesn't fly around, but can usually go through the floor and ceiling. I do feel like it's a bug, but I am too lazy to copy over all the flying AI from quoth. After playing many a time, I feel like it might be a bit balanced, since they have a lot of health. I typically have to get another monster to attack it in order to conserve ammo.

                            Right now, its current implementation is 150 monsters for nightmare mode, which is basically way too much for most maps, but hilarious to try to survive.

                            I added some stuff... maps without health items will cause a mode where killing monsters give you health. Maps without a GL or NG will cause you to start with those weapons. I can't say they're tested that much for balance- I die just as easy when I come into a hallway with 40 monsters in them.

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                            • #15
                              the killing monsters for health mode sounds pretty cool.

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