Search found 89 matches

by Harb
Sun Jan 16, 2005 9:17 pm
Forum: General Discussion
Topic: Speed Mods
Replies: 7
Views: 5370

.

Okay, the speemodding event is over, I announce it a victory! The complete set of speedmods (All final editions) and the final edition of the map can be downloaded from: http://www.fileplanet.com/dl.aspx?/planetquake/elf/sm00.zip or http://www.planetquake.com/elf/sm00.zip The official MODDB page for...
by Harb
Sun Jan 16, 2005 7:12 am
Forum: General Discussion
Topic: Speed Mods
Replies: 7
Views: 5370

.

Firstly, here's Sajt's entry for the speedmod, a multiplayer game for Quake in which you have to collect Fish and Food, and feed it to a hungry puppy, whilst slapping other players with your fish to drive off the competition. www.planetquake.com/elf/sm00_sajt.zip Secondly, the final version of the s...
by Harb
Sun Jan 16, 2005 12:11 am
Forum: General Discussion
Topic: Speed Mod Instructions, Jan 15th, 2005.
Replies: 8
Views: 3983

.

Thanks for the positive comments about my map Doctor... I may be releasing it as a standalone Deathmatch (Havn't released one of those since the '03 expo) As far as the timelimit goes, just post it in the releases thread whenever you finish... iirc when Mauve ran a speedmod it was 3 months before th...
by Harb
Sat Jan 15, 2005 11:33 am
Forum: General Discussion
Topic: Speed Mods
Replies: 7
Views: 5370

.

Here's Randy's speedmod, a SP game based around tracking down rougue dogs with a unique new weapon: www.planetquake.com/elf/sm00_randy.zip And SupaJoe's speedmod, a QW game where you must collect fish in competition with your friends: www.planetquake.com/elf/sm00_supa.zip Note, all these speedmods r...
by Harb
Sat Jan 15, 2005 7:58 am
Forum: General Discussion
Topic: Speed Mod Instructions, Jan 15th, 2005.
Replies: 8
Views: 3983

.

I've updated the map to bugfix / finish the architecture, this is the version that will recieve a full-vis treatment for when the mods are released.

Same download location as before :
www.planetquake.com/elf/h_speed1.zip
by Harb
Sat Jan 15, 2005 1:45 am
Forum: General Discussion
Topic: Speed Mod Instructions, Jan 15th, 2005.
Replies: 8
Views: 3983

.

Also, #speedmod on Gamesurge.net is open for business ;-)


EDIT:

I've been informed there's a clipping issue with the curvy corridors in the map, rest assured it'll be fixed for the full version.
by Harb
Sat Jan 15, 2005 1:40 am
Forum: General Discussion
Topic: Speed Mod Instructions, Jan 15th, 2005.
Replies: 8
Views: 3983

.

You can make walltorches shoot at you if you like. You can hardspawn extra ents if you like. Gametype can be whatever you want, SP/MP, NQ/QW, the only restrictions are that you use the map provided, and you don't use the info_player_start that is provided for viewing purposes. If the game mode is me...
by Harb
Sat Jan 15, 2005 12:39 am
Forum: General Discussion
Topic: Speed Mod Instructions, Jan 15th, 2005.
Replies: 8
Views: 3983

.

Oh yeah, the map supplied is BETA, the final release map will have more 'finished' architecture and a better vis level (So don't be concerned if it runs slowly atm, I had to fastvis in order to get it released ASAP), but the entities will remain the same. When your mod is complete, upload it and ema...
by Harb
Sat Jan 15, 2005 12:36 am
Forum: General Discussion
Topic: Speed modding
Replies: 29
Views: 9919

.

by Harb
Sat Jan 15, 2005 12:35 am
Forum: General Discussion
Topic: Speed Mod Instructions, Jan 15th, 2005.
Replies: 8
Views: 3983

Speed Mod Instructions, Jan 15th, 2005.

Sorry it's so late, I had some trouble with the compiling of the 'resources' of this speedmod. 24 Hour Speedmod, 15th of January 2005 Coders, Your task (Should you choose to accept it) it to make a QC mod in 24 hours or less based on the level in the .zip named H_SPEED1.BSP. Scattered thoughtout the...
by Harb
Fri Jan 14, 2005 10:08 pm
Forum: General Discussion
Topic: Speed modding
Replies: 29
Views: 9919

.

Okay so I overslept, and need an extra hour to prepare the speedmod, sorry guys, I'll post the details in one hour!
by Harb
Fri Jan 14, 2005 8:13 am
Forum: General Discussion
Topic: Speed modding
Replies: 29
Views: 9919

.

It's been raised in the #qc room that it'd be neat to have optional teams of two working together on the speedmod, which is ok by me... so if you want to team up with someone, sort it out ahead of time.

Oh yeah, the timelimit will be 24 hours, tho if you overrun it's not so bad I guess.
by Harb
Fri Jan 14, 2005 7:59 am
Forum: General Discussion
Topic: anyone knows how to contact FrikaC?
Replies: 4
Views: 2488

.

Personally, I use telepathy, but I can't always get FrikaC 'cos my PsychModem is a bit unreliable.





Ok I'll go lie down now :oops:
by Harb
Fri Jan 14, 2005 3:19 am
Forum: General Discussion
Topic: QExpo Poll : Allowing Quake2
Replies: 43
Views: 17317

.

Scrap the Expo, let's have a flame war with the Q2 community, 1987 style...
by Harb
Wed Jan 12, 2005 11:47 pm
Forum: General Discussion
Topic: Speed modding
Replies: 29
Views: 9919

.

Okay, the Speedmodding event will be this Friday-Saturday, the theme will be announced Friday at ten PM GMT.