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150DM3.bsp UPDATED !!!!

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  • #16
    Yeah, I mentioned adding more items also!

    Good work Zop! A+!

    What's stopping you from recreating more DM maps?
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    • #17
      my penis looks so small on 150dm3!
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      • #18
        So why haven't we seen any other 150DMX maps hmm?
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        • #19
          its not hard to make.
          just load up the gpl map and a map editor (like BSP) and select all scale (multiple)
          you might have to muddle fOk the textures and adjust the radius of the lights but its pretty much an 8 hour process for all original maps.

          heck maybe an hour for dm1-dm6...the scaling alone.
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          • #20
            But they wouldn't be made by Zop...

            I can make my own CAx mod too (no i can't) but I choose your work (R00k) over the my coding skills! see how that works?
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            • #21
              Mindz, get ahold of me on IM so we can do some live editing of spawnpoints and items. I have little idea how to balance this level by adding items for DM properly.

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              • #22
                Originally posted by Zop View Post
                I have little idea how to balance this level by adding items for DM properly.

                While balancing 150DM3 for DM is pretty important I'm looking forward to improved spawn points.

                Before your scaled version of DM3, DM3 felt like a basic 1996 Quake level (obviously). but adding scale almost feels like it updates the experience just by adding more room to breath and I'm not talking about more room to camp/run away/spam. Now that the mound area is "huge" makes it feel like it's own section in the world and not just a map.

                It's highly immersive because 1v1 fights tend to happen more often as your team-mates have quite a bit further to travel to assist you.

                Every battle feels new and fresh but there's still 100% nostalgia since it's basically the same level but "improved".

                You don't get near as much fodder(spam/corner camping etc) like in the original DM3 just because there's more room to navigate in general.

                Thanks for the map Zop! Wh00p!
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                • #23
                  Originally posted by Phenom View Post
                  While balancing 150DM3 for DM is pretty important I'm looking forward to improved spawn points.

                  Before your scaled version of DM3, DM3 felt like a basic 1996 Quake level (obviously). but adding scale almost feels like it updates the experience just by adding more room to breath and I'm not talking about more room to camp/run away/spam. Now that the mound area is "huge" makes it feel like it's own section in the world and not just a map.

                  It's highly immersive because 1v1 fights tend to happen more often as your team-mates have quite a bit further to travel to assist you.

                  Every battle feels new and fresh but there's still 100% nostalgia since it's basically the same level but "improved".

                  You don't get near as much fodder(spam/corner camping etc) like in the original DM3 just because there's more room to navigate in general.

                  Thanks for the map Zop! Wh00p!
                  ^^^^^^^^^^^^^^^^

                  You stealing the words from my mouth

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                  • #24
                    someone has access to speaknow because it now has 150dm3.bsp

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                    • #25
                      who owns speaknow?
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                      • #26
                        last reported person footing the speaknow bill was Ef3ss. He said however that he couldn't cover its costs sometime last year? It never went down + someone added a new map to it this week sometime. Someone's out there..


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                        • #27
                          No comments... the owner might just want to stay anonymous... my 2 cents!

                          P.S.
                          Like mindz said
                          Last edited by Mom; 05-18-2013, 10:51 PM.

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                          • #28
                            Originally posted by MadGypsy View Post
                            Add traps, so everything is against the player, including the map. Something where, in the heat of battle you could forget where you are just long enough to be squashed. Maybe even make it to where you have to do something special to even clear the trap, like rocket jump through it or something.
                            traps kinda frustrate me. i dont think i would like to to be keeping an eye out for them as a duel somebody. i could see myself raging.
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                            • #29
                              just add flags. you don't need anymore of this shit
                              Cbuf_AddText (va("say ZeroQuake GL version 1.10\n"));

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