Wirehead Studios

Wirehead Modifications => General Development ('Laced Neptune') => Topic started by: ReBoOt on 2004-05-19, 20:55



Title: req1dm6 Alpha (Screenshots)
Post by: ReBoOt on 2004-05-19, 20:55
started to work on a new map, a remake of one of my favorite maps ever q1dm6 the dark zone! i know this map is already in the gen mappacks but i never liked it so this is my version of it :) it's still in early stages so don't expect to much.

http://hem.passagen.se/macleod2/quake3/map...dm6/req1dm6.htm (http://hem.passagen.se/macleod2/quake3/maps/req1dm6/req1dm6.htm)


Title: Re: req1dm6 Alpha
Post by: ConfusedUs on 2004-05-19, 22:35
Looking good, although I think we've already found a damn good replacement for our current q1dm6.

Of course, if your version is better, than we'll use it. ;)

:offtopic:
Is The Pits just waiting on mover code now?


Title: Re: req1dm6 Alpha
Post by: Tabun on 2004-05-19, 22:36
Biggest change is easy to spot: quite a bit tighter. Which is good, imo.


Title: Re: req1dm6 Alpha
Post by: ConfusedUs on 2004-05-19, 22:49
Quote from: Tabun
Biggest change is easy to spot: quite a bit tighter. Which is good, imo.
Yeah, our current version is scaled up considerably.


Title: Re: req1dm6 Alpha
Post by: Hollowpoint on 2004-05-20, 00:49
He's detailing the shit out of The Pits!  :thumb: I'd tell you to be patient, but that would be hypocritical of me.


Title: Re: req1dm6 Alpha
Post by: ReBoOt on 2004-05-20, 00:51
Yea the scale is almost like the original one maybe not 100% but atleast 95% :)

Con: well i really didnt make this map for a mappack..just made it cuz i wanted to :) i always wanted to remake this map so..
If you want to use another version than mine, as long as it's good i dont mind! i just want a good remake of that map!  :thumb:

Anyways instead of using a lightning gun im using a BFG spawn point..damn it's quite fun running around as doom with his BFG :D however Arena totally owns so im considering to switch that BFG to a lightning gun.

Con: Yes the pits is just awaiting the new movers code once pho is finished with that i guess the pits is ready to go!


Title: Re: req1dm6 Alpha
Post by: Phoenix on 2004-05-22, 00:13
I'm just fixing up the bugs with the Strogg missile physics (I fixed the sv_fps handling, yay!) so I'll be working to fix the projectile-mover interactions shortly.  I'll prototype it in with Strogg, then it should be fairly easy to adapt it to everything else.

Regarding the big rotating part, pay careful attention to the fact that while the column runs straight to the floor, the "pie slice" does not.  The lower surface is raised a few units above the floor.  The same holds true for crate func_trains in all the Q2 maps so far as well.  This is important for the func_rotate to keep grenades from being shoved off into the water since this did not happen in Q2.  I noticed this while testing grenade handling of movers in Quake 2.


Title: Re: req1dm6 Alpha
Post by: ReBoOt on 2004-05-22, 20:11
Ahh ok didnt knew that..i'll fix it ASAP! tnx :)