Cool idea, looks nice!
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I already have it moved over to the left side and now vertical. Nahual made these graphics for me years ago for the biosuit....they are ok as a base guideline ....probably I will use this concept but I may try to make the graphic look a little different.
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Nice idea !My servers for the gamers:
bigfoot.servequake.com / damage.servequake.com
port 26000 EuroQuake
port 26001 EuroQuake Coop
newyork.quakeone.com
Offline ATM
fvf.servequake.com
flanders.servegame.org / flanders.servequake.com
Offline ATM
newdm.servequake.com
port 26010
http://bigfoot.servequake.com (EuroQuake)
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before I go to bed, r00k.... we could totally versus bots on this thing. When we want to CTF that isWant to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!
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Made some new models for telepads a while ago based on the 'tele_top' texture using Jackhammer. Decided to mark the ctf team spawns with red and blue ones.
I was hoping I could get some better color depth than how they came out but I guess they came out ok.
The plain yellow one will mark the deathmatch spawn locations.
They also now make a sound when you step on them.
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Well in that case here
Those textures you never asked for!
In case you're wondering here is a hint:
No revelations here, nor rocket science, just a little time and some digital elbow grease. Special thanks of course again to Quake Retexturing Project for the tele_top retexture and all their lovely texture replacements I use in my Quake life almost daily.Last edited by xaGe; 01-21-2015, 06:59 PM.
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Playing around to come up with a few custom textures & shaders based off the QRP textures. This gif preview is an example that will be made up of 11 textures animated via a q3 shader to cycle on/off the darker tele_top_redd variation I tweaked to simulate a bit of texture glow. Maybe you can use some of these if you wish Cobalt. Your more than welcome to them once there done.
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Lookin nice Xage ! The original ID one sort of looked like they were gonna animate it and make the energy "pulsing" through it. If you notice there are sore of like bits and trails pixels along the inside of the yellow. At least thats what it reminds me of anyway. If you could make some effect like that where its like simulated energy flow, sort of like in TRON....I bet that would look neat.
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Oh Mindz, I got the hook working again, almost to the level I intend. Its nothing like the modified Zoid hook in the cft mods out there. Its more inline with real physics...I used the swinging grapple hook mod thats floating around out there since 1997 or so. I believe there were some CTF servers that used this, as part of the servermodules quake c package way back. This one will be unlike any other hook out there. For one thing , you will have to be on solid footing to launch it , no more launching it in mid air , no more launching it while swimming. The haste rune will make you pull faster, and you cant stay hooked onto a wall forever. Im thinking about letting you hang there once you switch weapons like the original hooks do. Right now if you release fire you unhook. Oh and no more "hooking the sky" and if it hits a texture of the map thats "soft" it can pop loose with enough force on the other end...such as a wooden part of the ceiling. So lets say you hook onto a wooden portion of the ceiling, and are about to launch or have launched, and you are hit with a rocket. We can apply some force tdepending on damage which has a chance to pop the hook loose. If you hit a guy hooking in mid air, we can also retract the hook. So you will have to pick the spot carefully where you are gonna hook to. Also, some neat new animations when traveling with the hook.
Originally posted by Mindf!3ldzX View Postbefore I go to bed, r00k.... we could totally versus bots on this thing. When we want to CTF that is
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