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@Henry, thanks I am glad you like it, this map is very tall, lots of details up in the gloom above.
@golden_boy, the fissure adds a lovely detail to the room, also a good architectural reason for the split height and ogre combat.
@Seven, this MOD will work fine with all the original ID maps, including upgraded monster and random rotation of ammo boxes. I have converted all the ammo to models with a central pivot point so they can be rotated safely within the original bounds of the ammo. I have checked most of the original maps and cannot see any problems as long as the asset you are using is setup correctly. Once I finish the mod all the assets (models/qc) that I am using will be freely available for anyone to play with.
@talisa, the random rotation really does make it feel more natural instead of everything so neatly aligned.
@seven
couldnt you use the trace code from the torches to check if there are walls close,
and if its detected that the box is close to a wall not apply random rotation?
also, i really like this feature! it does make thing look more natural, that boxes placed at random angles instead of always at exact 90degree angles
... randomly angled ammo and medikits ?
I am no Bork (even though I am Seven of Nine) but I want to assimilate this neat feature into the "small mod compilation" if you dont mind.
They are much too carefully positioned in Quake maps. A little disorder makes it look more natural I guess. Will have to test it due to close distance to walls most of the time though...
Great screenshots sock.
I am looking forward to play your mod and give feedback.
sock, the scale and architecture of your maps. The new models that perfectly fit into Quake. The new textures and there alignment like the wall-lava texture above the lava.
All this fits so perfectly together.
Mods like yours are what Quake modding is all about
Thank you for your passion.
@R00k, thanks, the extra entity parameters are about setting up infighting events in maps so that the environment feels more dynamic.
Thanks everyone for your kind words, I am trying to maintain a momentum on the screenshot posting so there should be new updates every 3-4 days. As always, all feedback welcome, I am listening for what people like and don't!
Thanks everyone for the comments, I hope to maintain the hype by posting a new screenshot every couple of days, so maybe its worth a bookmark!
@talisa, the riotgun and axe are new features that can change how existing id map or newly designed map work. I will save what they do as a surprise for release, but they are indeed fun to play with.
@Henry, The mod will be designed to run on QS/Fitz and DP/FTE clients. The QC will detect client features and switch functions to suit.
Hey sock
I was sad when I was reading your post at inside3d in which you explained why development for ITS came to an end. After that I saw you making mod_independent maps, which stuck out of the masses as usual and I started to gain hope.
Now I see your new project and seeing all the content that didnt make it into your older mod is a heavenly relief
It is always good having made several projects before a BIG one. That ensures "learning from the past", as well as "doing it better" at first run. And having a clearer vision.
I love your maps, your ideas and models (some from necros and others).
You will deliver the whole package. Covering all areas of modding. Which is unique!
Thank you that you continue making magical stuff for Quake.
PS: Looking at your clips and screens I didnt see any engine specific stuff. Is this correct? Will it run on a greater number of advanced engines? If so, it is great.
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