is it any worse than rocket jumps?
bad in what sense? I kind of think is a awesome tactic.
not player created, since some original DM id maps need rocketjumps to get some items.
If rocket jumping is bad... then grenade jumping is bad.. and rocket arena is bad and running maps fast is bad ...
Search found 311 matches
- Mon Mar 29, 2010 5:09 pm
- Forum: General Discussion
- Topic: Cheaating Or Not Cheating
- Replies: 17
- Views: 3855
- Mon Mar 29, 2010 2:50 pm
- Forum: General Discussion
- Topic: Cheaating Or Not Cheating
- Replies: 17
- Views: 3855
- Mon Mar 29, 2010 2:47 pm
- Forum: Gameplay & Design
- Topic: Deathmatch + Cooperative = Uncooperative/Competitive
- Replies: 13
- Views: 27052
Re: Deathmatch + Cooperative = Uncooperative/Competitive
Interesting.
Multiplayer with monsters is not explored enough.
You can make so monsters respawn. This will give always something to do. You can also make so people gains "powers" that are dropped from monsters, like health regeneration, ammo regeneration and the like.
You can make that if a dude ...
Multiplayer with monsters is not explored enough.
You can make so monsters respawn. This will give always something to do. You can also make so people gains "powers" that are dropped from monsters, like health regeneration, ammo regeneration and the like.
You can make that if a dude ...
- Mon Mar 29, 2010 1:10 pm
- Forum: Engine Programming
- Topic: Discuss: Can we add Portals to Quake?
- Replies: 14
- Views: 4648
- Mon Mar 29, 2010 11:31 am
- Forum: General Discussion
- Topic: Cheaating Or Not Cheating
- Replies: 17
- Views: 3855
Re: Cheaating Or Not Cheating
OK, I've nearly finished my ricocheting spikes... which includes the occasional spike that sticks into a wall or door. I have enabled them to damage "self" after a ricochet.
Between enabling damage to "self" and spikes that stick into walls, this has caused a cool effect... the ability to hop onto ...
Between enabling damage to "self" and spikes that stick into walls, this has caused a cool effect... the ability to hop onto ...
- Sun Mar 28, 2010 10:32 am
- Forum: General Discussion
- Topic: Quake Canon
- Replies: 32
- Views: 7190
- Sat Mar 27, 2010 10:04 am
- Forum: Engine Programming
- Topic: Discuss: Can we add Portals to Quake?
- Replies: 14
- Views: 4648
- Fri Mar 26, 2010 7:15 pm
- Forum: General Programming
- Topic: Ambient occlusion on Quake lightmaps
- Replies: 9
- Views: 4989
- Fri Mar 26, 2010 2:54 pm
- Forum: General Discussion
- Topic: Introduction Thread
- Replies: 124
- Views: 63778
- Fri Mar 26, 2010 2:48 pm
- Forum: Engine Programming
- Topic: Discuss: Can we add Portals to Quake?
- Replies: 14
- Views: 4648
- Thu Mar 25, 2010 4:36 pm
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6511199
- Thu Mar 25, 2010 4:33 pm
- Forum: Mapping
- Topic: Random level picking
- Replies: 5
- Views: 2992
Re: Random level picking
Hey guys,
I would like to know how to create an map entity that randomly sends the player to another map from a list. For example, the button. If the player shoots at it or gets close to it, he will be transported to another level.
I would make a list of levels (e1m1, e1m2, etc.) and the game ...
I would like to know how to create an map entity that randomly sends the player to another map from a list. For example, the button. If the player shoots at it or gets close to it, he will be transported to another level.
I would make a list of levels (e1m1, e1m2, etc.) and the game ...
- Wed Mar 24, 2010 6:00 pm
- Forum: Modeling
- Topic: Model Converter [alpha released]
- Replies: 65
- Views: 30463
- Mon Mar 22, 2010 7:19 pm
- Forum: General Discussion
- Topic: Openning of Darkplaces Wiki
- Replies: 42
- Views: 32277
- Sun Mar 21, 2010 12:14 am
- Forum: Engine Programming
- Topic: Possibly for QSB - Identifying mod dependencies
- Replies: 22
- Views: 6688