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DM Museum


Re: DM Museum

Postby Jaybot » Apr 9, 2001 @ 6:33pm

Wow, this is a really nice DM map, it looks nice, and it cooks on my E-125 at 180Mhz... now, if only I didn't suck so much... :)
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Re: DM Museum

Postby Gods Gift » Apr 10, 2001 @ 12:12am

if only I could get the bleedin' bot's to work !!!
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Re: DM Museum

Postby Jaybot » Apr 10, 2001 @ 2:33am

Bleeding Bots?  Is that like a Reaper Bot, but better?  Hmmm, I want a bleeding bot now. :)
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DM Museum

Postby randall » Apr 10, 2001 @ 6:12am

I finally finished the map :) Hopefully I got all the bugs worked out.<br><br>It is temporarily available at http://www.e-starbrokers.com/pocketquak ... museum.htm <br><br>You can ignore my ramblings on the page and go to directly to the bottom to download.<br><br><br>Last modification: randall - 04/10/01 at 03:12:20
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Re: DM Museum

Postby Gods Gift » Apr 10, 2001 @ 4:40pm

Like it Jaybot. Sorry I forgot that some slang isn't international.<br><br>I wouldn't mind if the bots were bleedin aslong as I could get them to work !!! <br><br>See 'bots won't work' for my full history of this annoying problem.  And look on in admiration at Randalls patience with my incompetence.
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Re: DM Museum

Postby randall » Apr 10, 2001 @ 10:08pm

It's not incompetence. There is just some little detail we are missing with the bots.<br><br><br>Last modification: randall - 04/10/01 at 19:08:32
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Re: DM Museum

Postby Gods Gift » Apr 11, 2001 @ 12:08am

randall, you're very kind.<br><br>Bet you swear alot off line when you see another one of my posts though !<br>
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Re: DM Museum

Postby Diego Cueva » Apr 11, 2001 @ 12:35am

I have not tried it yet, but it looks like a great map. Good job with the textures implementation!<br><br>Diego Cueva
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Re: DM Museum

Postby Jaybot » Apr 11, 2001 @ 6:02am

lol! I think bleedin' or bloody or any derivative thereof is pretty international, I was just fuckin' around :)
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Re: DM Museum

Postby 999 » Apr 11, 2001 @ 7:48am

Randall:<br><br>I haven't had a go on your map yet, but judging from the shots, it's amazing.  Like FCorp, you really do a good job of hiding the "Quake" per se.  I really like that quality, and reckon we could all do one hell of a map pak with the different styles.  <br><br>Admittedly, my map(s) are nowhere near the level of visual eyecandy Fcorp's and yours display.  Perhaps I should reskin my second map to follow suit.  What do you recommend for getting more skins?  I don't mind making them either, but I'm still using the shareware worldcraft, can I even import files?<br><br>I'll drop another message once I've had time to soak in the map against a couple bots. <br><br>BTW- I'd really like to take a whack at skinning the bots.  I'd like to convert CS skins over to Quake to "put the cherry on top" of Randall's and Fcorp's maps.  Can anyone supply me with the needed info/files?  I can do all the photoshop work and pass it back to ya etc.<br><br>Thanks,<br>999<br>
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Re: DM Museum

Postby Dan East » Apr 11, 2001 @ 7:56am

Those look great! It's weird seeing the warped walls, I haven't had to look at that for a week now! :) Just had to rub it in. 0.06 will be out later this week. I've killed my iPaq batteries a few times now playing the Hotel Deathmatch against three bots at normal skill. I usually can keep twice as many frags as the best robot of the three. I usually manage around 100 frags before my iPaq and fingers give out. Now, if I play it on my PII laptop, I do well to even get first place. Since PQ runs slower it gives me more time to think. :)<br><br>Dan East
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Re: DM Museum

Postby Moose or Chuck » Apr 11, 2001 @ 9:29am

haha, that sounds like a cheater to me. now we know why dan "can't" increase the speed much more. HEHEHEE, he just wants to make it easier.<br><br>J/k
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Re: DM Museum

Postby Moose or Chuck » Apr 11, 2001 @ 9:41am

this map looks nice, can we say a poor mans CS.  somebody make a TEAMPLAY MAP. and a objective one. :) also all levels should look just like DM museum. hehehehe.
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Re: DM Museum

Postby 999 » Apr 11, 2001 @ 10:29am

Ok, sat down with DMMuseum for a spell. Had a go with 2, 4 and 7 bots.<br><br>Pretty cool I love guarding the RL, takes the bots a while to figure out how to get to it, but it' s like shooting fish in a barrel 'till then ;)<br><br>Runs pretty smooth, I still play in portrait mode, so I'm not sure how it performs in landscape. Nice consistent FPS throughout, gotta love that.<br><br>I only have one small suggestion, Item placement.  The items are pretty sparce on the map, as is the ammunition.  How about ditching two of the megahealths for more ammo or a yellow armor?<br><br>Side Note-<br>The megaheath in the "bar area?" next to the door is just a little to comfy.  What I mean is, I camped on the megahealth with a bag full of rockets and won the the map by tagging fresh spawns directly accross the room.  Great camp spot of that's what ya went for ;)<br><br>999<br><br>
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Re: DM Museum

Postby randall » Apr 11, 2001 @ 10:36am

999: making the textures took a little getting used to, mostly because I am used to 16-bit to 32-bit color depths.<br><br>All Quake textures, skins, etc. use the SAME 8-bit palette. Which doesn't offer alot of variety, and made it very difficult to create a "bright" map.<br><br>With your graphics background, it shouldn't be too difficult. There are some quirks about the palette that I could share if anyone cares (certain colors are designated).<br><br>I am using the shareware version of Worldcraft 1.6 as well, and importing custom textures is definately supported. I was thinking of posting the WAD file I used, so that others can use the textures as well. I think I only ended up using 1/3 of the textures I created.<br><br>I wouldn't change the textures in 999a.bsp . They are suitable and consistent with RA maps.<br><br>I never considered it, but we SHOULD develop a map pak for PQ. :)<br><br>I am hoping future versions of pocketQuake will be significantly faster, so that we can implement effects and moving objects in upcoming maps.<br><br>
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