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For randall.


For randall.

Postby RwGast » Nov 20, 2001 @ 7:02pm

Hey i just wanted to let you know you cant dowload a few of the maps on your website due to bad links or somthing.
http://www.angelfire.com/ego/esoteric if you like to play quake3 keep your eye on this site
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Re: For randall.

Postby randall » Nov 21, 2001 @ 12:58am

fixed. thanks
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Re: For randall.

Postby RwGast » Nov 21, 2001 @ 1:00am

Your welcome.
http://www.angelfire.com/ego/esoteric if you like to play quake3 keep your eye on this site
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Re: For randall.

Postby esw » Nov 22, 2001 @ 7:07pm

The link to the Quake textures is also broken.. :(
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Re: For randall.

Postby randall » Nov 26, 2001 @ 1:38am

Okay, I re-collected the textures into a single download. So the Quake Textures link should be working now. :)
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Re: For randall.

Postby RwGast » Nov 26, 2001 @ 1:50am

Hey man two things. I figure ill ask you since you obviously know what your doing when it comes to mapping. First of all what is the average rspeeds for a ppc map? What do you want to keep them under at the max? And how would you make a door that can only open from one side, using worlcraft of cource not radiant.<br><br>Also i have a good friend who is in to mapping he even made maps the the quake2 matrix team, you should check his stuff out at www.adamflux.com its mostly all of his q3 stuff though and a few of q2 dm maps he made for our lan parties.
http://www.angelfire.com/ego/esoteric if you like to play quake3 keep your eye on this site
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Re: For randall.

Postby Matt Keys » Nov 26, 2001 @ 8:29am

A good PQ map will always be under 90 in r_speeds.
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Re: For randall.

Postby randall » Nov 26, 2001 @ 7:16pm

Yeah, anything within the 90 range is tolerable on Mips and ARM. Some of my maps exceed that, but I was planning on the PQ fixedpoint conversion to be completed.<br><br>Quake doesn't support rotating doors, that wasn't implemented until Quake 2. I don't remember if func_train or another entity could be used in its place to simulate a door rotating on an axis. DM Museum was the first Quake map I ever created, so I am not exactly an expert on the subject.
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Re: For randall.

Postby RwGast » Nov 26, 2001 @ 7:20pm

No not rotating doors, just a door that will only open from one side for like a secret passage.
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Re: For randall.

Postby Matt Keys » Nov 26, 2001 @ 7:38pm

You could make a push button trigger on the floor in front of a "fake door" which is actually just a brush tied to the trigger to open when the button is pushed, once inside the door closes and there is no trigger to re-open it on the other side.
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Re: For randall.

Postby randall » Nov 26, 2001 @ 7:56pm

yeah, sliding doors like that are fairly simple to make. Depending on the style of door, you may or may not necessarily need a trigger. To make a door that is "one-way" like Matt said you definately need to use a trigger.
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Re: For randall.

Postby esw » Nov 29, 2001 @ 12:19am

If you feel like learning QuakeC, you could make a rotating door. In fact, the quake expansion pack had rotating doors. Actually, I remember seeing way to make a rotating object, using QuakeC, but it wasn't a real door
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Re: For randall.

Postby randall » Nov 29, 2001 @ 6:42pm

The thing about that is, it wouldn't be functional in any other mods. So an entire mod based around a rotating door may not be a good idea.
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