[release] Hellsmash Beta 3
Moderator: InsideQC Admins
Downsider wrote:Finals have taken my attention. I haven't so much as looked at your stuff.
Like mrgreezy said, there's no hurry on this, so no worries.
mrgreezy3 wrote:Dr. What is the Concept Of the Mapping For this Game. What i mean is What type of maps Fit this Game (quake style, futuristic, Army base, blah blah,) i got my buddy To map for me He can Map Well and Optimize for the Psp... so let me Know thanx. I will Have him come to the forum and Post here
Okay, here's a quick list of most conceivable scenario settings:
Earth based maps:
1. Futuristic Military Research Base (this is what hse1m1.bsp fits into, with some mountain cave stuff injected)
2. Near-Future Urban setting (Pretty much what you would see in the present, perhaps with a slightly more advanced "futuristic" appearance on some things. Also, run-down / partially demolished / war stricken can fit into this catagory.)
3. Desert / Rocky Military Base (This would be more or less what you would expect a current day forward operations base to look like, perhaps as with #2, some slightly more advanced "futuristic" appearance on stuff)
Non-Earth based maps:
1. Starbase / Space Station / Moonbase / Ship in Hyperspace (About what you would expect from #1 of the Earth based maps, except in space. Expect to be able to do funky things like dynamite an airlock and suck foes out into the cold hard vacuum of space
2. Medieval (Basic Quake theme, low tech, ogres, knights, monsters, traps, oh my!)
3. Runic Metal (Basic Quake Theme, more violent and deadly traps, chains, lava, weathered copper and bronze stained with the blood of the many unfortunate adventurers who preceeded you await. You should not be here. Bad things will happen if you stay.
4. Desert / Egyptian / Rome (Basic Quake Theme, ruins of many ancient civilizations rife with traps and treasures await...)
5. Mayan (Basic Quake Theme. Lava, traps, giant killer man eating bugs with nailguns for claws, etc. You know the drill.)\
6. Post-Apocalyptic / Futuristic Western (Like the wild west. Only with lasers. Because the wild west with lasers and giant robots that may or may not be steam powered is badass.
That pretty much covers the possible themes usable in Hellsmash, so your buddy should be able to do pretty much whatever he wants or feels comfortable doing.
BTW, I keep forgetting to ask, but what's your favorite gamemode for Hellsmash? SP or DM?
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Dr. Shadowborg - InsideQC Staff
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mrgreezy3 wrote:o yea i love me some dm man i dont have no sp maps maybe you can link me to some good sp episodes then i will take a wack at it... also its possible to play psp to pc i have done that too
I like DM too, but the most fun comes from a SP map.
Most larger SP episodes are a pain, because you have to depack them, but there's a massive cornucopia of excellent SP Standalone maps.
Start with these:
Metal Theme, don't forget to shotgun jump!
http://www.quaddicted.com/reviews/hayduke1.html
Metal / Stone theme
http://www.quaddicted.com/reviews/wishes.html
Mediveal / Wizard castle, AWESOME despite it's age.
http://www.quaddicted.com/reviews/utah.html
Another wizard / mediveal, this is a map that was broken into two parts.
http://www.quaddicted.com/reviews/damaul3.html
Futuristic Base, very nice.
http://www.quaddicted.com/reviews/could.html
That reminds me, I really, REALLY need to do that Remix / Homage mappack of the SMLevels I always wanted to do...
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Dr. Shadowborg - InsideQC Staff
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hey whats going on My Friend will Be comong to the forum soon to speak with you about the mapping he told me he is working on 1 very good DM map right now, i have asked him to make 4 or 5 right now with the standards you've stated in the other post.. so when he comes you can definitely speak with him 
- mrgreezy3
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mrgreezy3 wrote:hey whats going on My Friend will Be comong to the forum soon to speak with you about the mapping he told me he is working on 1 very good DM map right now, i have asked him to make 4 or 5 right now with the standards you've stated in the other post.. so when he comes you can definitely speak with him
Nothing much, been doing some prototypey stuff with Beta4X, and have just about figured out a method of doing origin centered items with decent legacy support of maps that use the older non-centered evil id1 items. (meaning, I can now try messing with model based items again that have the rotation flag set) This should make future mapping easier with items (ammo and health) that are truely centered, as opposed to having to worry about offset bboxes causing trouble.
Also been considering adding support for TF entities so that one could play DM on TF specific maps. (with the added kicker of maybe supporting the scenario based TF maps...Cutthroat Gas everybody else on the map / steal nuke keys and nuke everybody else on the map, etc.)
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Dr. Shadowborg - InsideQC Staff
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gnounc wrote:Working on another release?
Yes. I recently posted some WIP map screenshots in the "What are you working on?" thread.
I dunno what happened to mrgreezy3 (and his mapper, I never heard from him) and I think downsider went off on his own thing, so I dunno what the PSP version's status is.
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Dr. Shadowborg - InsideQC Staff
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This is a really cool mod. What I've played of it so far has been cool. However, the difficulty seems too high. Perhaps I just suck, but I keep dying repeatedly even on easy. The problem seems to be the amount of damage the better monsters (especially some of the enforcers) do per hit. The quantity of monsters, their placement, and AI all seem about right.
Another thing that adds to difficulty is the random weapon dropping. If I mange to get a good weapon drop, I do a lot better. Perhaps you could tweak the drop rate based on the skill setting.
In regards to the start map, darkplaces has a nifty extension that you could add to "hellsmash.cfg".
That makes it so that when you start a new single player game, it uses the hs_skill map. I don't know if any other engine supports it, but it's pretty nifty.
I've been tweaking my config for this and am working on some nifty dynamite macros. One is to switch to dynamite and throw it, then switch back. The other is to switch to dynamite and detonate it, then switch back.
The idea is to have a dedicated dynamite key (kinda like grenades in Halo). I'm having difficulty working out the timing, because there's a delay after you switch, before you can use it. However, once I get that worked out, I'll post my results.
Cheers and keep up the good work.
Another thing that adds to difficulty is the random weapon dropping. If I mange to get a good weapon drop, I do a lot better. Perhaps you could tweak the drop rate based on the skill setting.
In regards to the start map, darkplaces has a nifty extension that you could add to "hellsmash.cfg".
- Code: Select all
alias startmap_sp "map hs_skill"
That makes it so that when you start a new single player game, it uses the hs_skill map. I don't know if any other engine supports it, but it's pretty nifty.
I've been tweaking my config for this and am working on some nifty dynamite macros. One is to switch to dynamite and throw it, then switch back. The other is to switch to dynamite and detonate it, then switch back.
The idea is to have a dedicated dynamite key (kinda like grenades in Halo). I'm having difficulty working out the timing, because there's a delay after you switch, before you can use it. However, once I get that worked out, I'll post my results.
Cheers and keep up the good work.
- Karatorian
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I hope the difficulty is not nerfed! I played on hard and would beat the map maybe 1 in 5 times, playing recklessly without saving, which is pretty good. This is how I recommend playing it as well (mostly because there is only the one map)... recklessly, without saving, and repeatedly! The weapon dropping helps. I actually wish there were no placed weapons, so you might go nearly the entire map without finding the shotgun or the machinegun. (Maybe on skill 3?)
(By the way, I hate Quake's nightmare skill. If there were a skill 3 that got as much love as skill 2 does in Quake maps, I'd be happy. Without increasing damage on anything to insta-kill, or making aimbottish aim, but making little increments to monster count, reaction times, shooting more often instead of running around in circles, and so on.)
Also, yes to the startmap alias, of course!
(By the way, I hate Quake's nightmare skill. If there were a skill 3 that got as much love as skill 2 does in Quake maps, I'd be happy. Without increasing damage on anything to insta-kill, or making aimbottish aim, but making little increments to monster count, reaction times, shooting more often instead of running around in circles, and so on.)
Also, yes to the startmap alias, of course!
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- Sajt
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The difficulty was good. I liked it that way.
The random drops are great too, I prefer the weapons rare like they are because it makes you excited when you get a good one...and forces creativity when you dont.
PLEASE dont make the game easier : )
The random drops are great too, I prefer the weapons rare like they are because it makes you excited when you get a good one...and forces creativity when you dont.
PLEASE dont make the game easier : )
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gnounc - Posts: 424
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Well, I think the request was to make the game easier on easy skill. The hard/nightmare skills can be kept as-is or increased, but the easy skill may need adjustment.
At least, that's how I interpreted the conversation.
At least, that's how I interpreted the conversation.
When my computer inevitably explodes and kills me, my cat inherits everything I own. He may be the only one capable of continuing my work.
- Wazat
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My friends,
QUAKE HAS SKILL SETTINGS!!!
Yes, this statement needs the caps in this day and age
It's almost like having an "easy" skill is seen as a sign of weakness, or something.
re: nightmare: If it was just me, I'd make nightmare the same as in DOOM (respawning monsters). DOOM's skill settings are pretty good!
It looks like there are a lot of veteran players who would like an "Ultra Violence" setting in Quake, too - harder than hard, but neither "Quake nightmare" nor "Doom nightmare".
QUAKE HAS SKILL SETTINGS!!!
Yes, this statement needs the caps in this day and age
It's almost like having an "easy" skill is seen as a sign of weakness, or something.
re: nightmare: If it was just me, I'd make nightmare the same as in DOOM (respawning monsters). DOOM's skill settings are pretty good!
It looks like there are a lot of veteran players who would like an "Ultra Violence" setting in Quake, too - harder than hard, but neither "Quake nightmare" nor "Doom nightmare".
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goldenboy - Posts: 924
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- Location: Kiel
I've already got most of the skill level related stuff done in the current non-public version.
Easy is really easy, normal is normal, hard is as hard as (if not very slightly harder) what it is for the current public release), and nightmare...I haven't done much for yet, but some suggestions in here seem reasonable and I'll go head and impliment (i.e. scrounge most weapons off fallen foes rather than find any just lying around, perhaps doom-style monster respawning, etc.)
Will do on the DP startmap alias.
Easy is really easy, normal is normal, hard is as hard as (if not very slightly harder) what it is for the current public release), and nightmare...I haven't done much for yet, but some suggestions in here seem reasonable and I'll go head and impliment (i.e. scrounge most weapons off fallen foes rather than find any just lying around, perhaps doom-style monster respawning, etc.)
Will do on the DP startmap alias.
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Dr. Shadowborg - InsideQC Staff
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Sorry i been gone for a while but look what i ran across
http://www.4shared.com/file/kiDau94o/hellsmash.html <<< this is for Psp slim only i believe i dont know if this is the most recent version i put together but if its not for the phat psp post here or contact me via youtube same name... enjoy!!!!
http://www.4shared.com/file/kiDau94o/hellsmash.html <<< this is for Psp slim only i believe i dont know if this is the most recent version i put together but if its not for the phat psp post here or contact me via youtube same name... enjoy!!!!
- mrgreezy3
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