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screenshots of my new map


Re: screenshots of my new map

Postby Robotbeat » May 6, 2001 @ 10:12pm

Is that what your mapis called? "Private Island"? ;)
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Re: screenshots of my new map

Postby randall » May 7, 2001 @ 12:11am

I have just finished adding deathmatch and singleplayer modes to the map. It supports 3 singleplayer modes (easy, normal and hard). The map isn't finished- I still have texturing to do and possibly RA support.<br><br>I'll need to send the map out for beta testing. It will be sent to people who have already submitted a map for the pocketQuake community. This list includes Diego, Chuck, 999, and Matt (have I forgotten anyone... where is Fcorp?). I'll send it to Paul as well, since he is our resident SH3 man.<br><br>Anyone on this list who DOESN'T want to test it, please notify me. My feeling won't be hurt... not too bad anyway. :)<br><br>I had to close off certain areas for Deathmatch, specifically the rooftop since the r_speeds are too high. But the Singleplayer game still has roof access- you guys will have to tell me if it is too slow. Anyway, expect to see a beta sometime tomorrow.
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Re: screenshots of my new map

Postby randall » May 7, 2001 @ 2:09pm

Well, this sucks.<br><br>I was all ready to make Kustok RA compliant, and then I read that ALL info_player_deathmatch spawnpoints need to be in a closed off room. So how would the map be playable in Deathmatch?<br><br>I don't want everyone spawning in that one room and then be forced to use the teleporters just to access the rest of the map.<br><br>Does anyone know how to do deathmatch AND RA maps, without making two seperate maps?.<br><br>Anyway, I'll be sending out the beta this evening (it's 11:00am now). Hopefully I have everyones email address. The last time I sent 999 a beta map it never got to him.
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Re: screenshots of my new map

Postby Moose or Chuck » May 7, 2001 @ 2:59pm

u should send it to me :) i released a map :P<br><br><<i realized you did>>Last modification: Call me Chuck - 05/07/01 at 11:59:19
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Re: screenshots of my new map

Postby Moose or Chuck » May 7, 2001 @ 3:05pm

well on second  thought you didn't send it to me :) send it to sponger@bellatlantic.net
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Re: screenshots of my new map

Postby randall » May 7, 2001 @ 3:29pm

It'll be this evening some time- probably around 6:00pm (it is 12:14pm now). I am fine tuning the SinglePlayer game.<br><br>Man, that last test run in "hard mode" got me frantic. There are three objectives to do before the level ends- I forgot to do one of them and had to backtrack.<br><br>The SinglePlayer game isn't difficult, even in "hard mode". It is entertaining. For about a minute, since it is so short.
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Re: screenshots of my new map

Postby Moose or Chuck » May 7, 2001 @ 3:35pm

:) cool, even though pocket quake isn't even installed on my ppc anymore, i'll have to download it again :)
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Re: screenshots of my new map

Postby Matt Keys » May 7, 2001 @ 3:36pm

How about doors? does that count as a "closed off room? What if you put your entire map in a box, thats closed off isn't it?
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Re: screenshots of my new map

Postby randall » May 7, 2001 @ 3:42pm

I've thought about doors, but they open and close. Locking them will trap the deathmatch players inside the room. RA uses the same spawnpoints as Deathmatch, so whatever affects one will affect the other.<br><br>I would really hate to use teleporters in my map. It will detract from the realism I tried to achieve. Yeah, I know the monsters and stuff are unrealistic, but...<br><br>I'll let you guys beta test it and see if the layout is even something that would offer a decent RA match.
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Re: screenshots of my new map

Postby Moose or Chuck » May 7, 2001 @ 3:46pm

well you should bust out your skinning masterfullness and make some cool skins for the monsters make them look like factory workers or somethin :)
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Re: screenshots of my new map

Postby randall » May 7, 2001 @ 3:54pm

I was thinking about that, but this map is already delayed. Although- alot of the monsters have behaviors similar to the employees of that plant. (it is based on a REAL brick plant).<br><br>The zombies throwing guts are like the line workers throwing clay at each other.<br><br>The rottweiler is like- well the dog.<br><br>The Ogre is like one of the grinding department guys. I won't say which one in case he sees this. Crazy bastard :) .
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Re: screenshots of my new map

Postby randall » May 7, 2001 @ 4:27pm

crap. The trigger_changelevel entity doesn't reload the map in PocketQuake (it works fine on WinQuake).<br><br>It is supposed to be an intermission that shows how many secrets and kills you got on the SinglePlayer game. PocketQuake displays those stats but when you go to restart the game the PPC freezes.<br><br>A soft reset fixes it, but that's not a REAL solution.<br><br>What the am I supposed to do now?<br><br>
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Re: screenshots of my new map

Postby 999 » May 7, 2001 @ 4:57pm

Randall,<br><br>Are you sure the game is freezing?<br><br>I have noticed when PQ finishes a level, it trys to load up the default map cycle if one isn't defined. This means after you've finished your map, PQ might be getting stuck looking for a start.bsp file or e1m1.bsp file.<br><br>When this happens, the game screen freezes ( to me at least ). If you can bring up the console, you can verify this.<br><br>
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Re: screenshots of my new map

Postby randall » May 7, 2001 @ 5:13pm

It pretty much freezes up everything.<br><br>But I think I found a serious problem with the Reaper and SinglePlayer. I usually leave the bots PROGS.DAT as the default. This seriously screws up the singlplayer game.<br><br>Some monsters don't appear at all (zombies/ogres) and the ones that do seem to have their AI unplugged. They just run at you and don't shoot. Then they stand around and wait for you to kill them- I can hear them begging me "please... kill me ... I am a worthless entity that can't do shit."<br><br>So I used the original PROGS.DAT and everything is fine. Except the freezing. But I'll see if the PROGS.DAT had anything to do with that.<br><br>Last modification: randall - 05/07/01 at 14:13:40
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Re: screenshots of my new map

Postby 999 » May 7, 2001 @ 5:23pm

Well, that's highly possible the Progs.dat file is your culprit.<br><br>I don't use reaperbots, I've opted for Frikbots, which IMHO, offer a more genuine "live internet" game feel. I had a buddy ask me if I was really online because while overlooking, he noticed two bots trash talking eachother. :o<br><br>I still have my original Progs.dat file, since the shortcuts inexplicably work on the iPAQ. Without going offtopic, have you tried shortcuts to declare your -game ? It has nothing to do with fixing your problem, but can be a solution to enjoying bots and the original mission based modes without having to file swap prog files to do so.<br><br>
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