Over at func for the last month there has been a map jam event running and the final map pack is complete with 8 authors creating new maps. The map jam was based on the theme of IK blue/white and as you can see from the screenshot lots of people created different styles.
Download - http://scampie ...
Search found 137 matches
- Fri Aug 01, 2014 9:38 pm
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6511196
- Tue Jul 08, 2014 12:21 pm
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6511196
Re: What are you working on?
Over at func for the last month there has been a map jam event running and the final map pack is complete with 12 authors creating new maps. The map jam was based on the theme of the awesome map Honey and as you can see from the screenshot lots of people created different styles.
Is it possible ...
Is it possible ...
- Tue May 27, 2014 3:47 pm
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6511196
Re: What are you working on?
I was trying to but i just kept falling short of making the ledge when trying to jump across. should i look for another route? Umm the lift shaft is 160 units wide, I thought it was an ok jump, unfortunately there is no other way around. You have to jump across the lift shaft gap (NG is below) and ...
- Tue May 27, 2014 2:10 pm
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6511196
Re: What are you working on?
it should work in fitzquake right?=
The map should work fine with Fitz, QS and DP without rtlights. You can also use the quoth launcher by renaming the pak file and drag+drop onto the quoth launcher batch file.
got almost to the very top inserted the yellow key and couldn't find where to go next ...
The map should work fine with Fitz, QS and DP without rtlights. You can also use the quoth launcher by renaming the pak file and drag+drop onto the quoth launcher batch file.
got almost to the very top inserted the yellow key and couldn't find where to go next ...
- Mon May 26, 2014 9:50 pm
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6511196
Re: What are you working on?
http://www.simonoc.com/images/design/sp/metmon2l.jpg
Download Link http://www.moddb.com/members/simonoc/addons/metal-monstrosity
Website Info http://www.simonoc.com/pages/design/sp/metmon.htm
Quoth MOD http://tomeofpreach.wordpress.com/quoth/
Metal Monstrosity is a large towering structure of ...
Download Link http://www.moddb.com/members/simonoc/addons/metal-monstrosity
Website Info http://www.simonoc.com/pages/design/sp/metmon.htm
Quoth MOD http://tomeofpreach.wordpress.com/quoth/
Metal Monstrosity is a large towering structure of ...
- Sat Mar 01, 2014 1:09 am
- Forum: General Discussion
- Topic: Quake MOD - In The Shadows
- Replies: 246
- Views: 86506
Re: Quake MOD - In The Shadows
how do you face the absence of layers in GTK? Do you make tons of func_group?
I personally use func_group entities for organization of brushwork. The most powerful feature of GTK is the filters, that is the quickest way to toggle stuff on or off so that it is easier to see what you are working ...
I personally use func_group entities for organization of brushwork. The most powerful feature of GTK is the filters, that is the quickest way to toggle stuff on or off so that it is easier to see what you are working ...
- Fri Feb 28, 2014 10:53 am
- Forum: General Discussion
- Topic: Quake MOD - In The Shadows
- Replies: 246
- Views: 86506
Re: Quake MOD - In The Shadows
@gnounc, thanks 
@toneddu2000, I am using GTK 1.3 (Very old version), my source maps are compatible with the latest version. I have modified the editor config files to work with Quake texture and entities, the compilers understands the map format and just uses want it needs to compile.
@toneddu2000, I am using GTK 1.3 (Very old version), my source maps are compatible with the latest version. I have modified the editor config files to work with Quake texture and entities, the compilers understands the map format and just uses want it needs to compile.
- Thu Feb 27, 2014 5:40 pm
- Forum: General Discussion
- Topic: Quake MOD - In The Shadows
- Replies: 246
- Views: 86506
Re: Quake MOD - In The Shadows
Some more progress with the DP engine ...
http://media.moddb.com/cache/images/mods/1/21/20892/thumb_620x2000/its70l.jpg
http://media.moddb.com/cache/images/mods/1/21/20892/thumb_620x2000/its71l.jpg
http://media.moddb.com/cache/images/mods/1/21/20892/thumb_620x2000/its72l.jpg
Full size links ...
http://media.moddb.com/cache/images/mods/1/21/20892/thumb_620x2000/its70l.jpg
http://media.moddb.com/cache/images/mods/1/21/20892/thumb_620x2000/its71l.jpg
http://media.moddb.com/cache/images/mods/1/21/20892/thumb_620x2000/its72l.jpg
Full size links ...
- Wed Jan 22, 2014 7:38 pm
- Forum: Mapping
- Topic: Looking for technical advice on a map
- Replies: 6
- Views: 13840
Re: Looking for technical advice on a map
the recently released compilers by rebb and Tyrann support them, but I don't know if they support the BSP2 format as well. The latest compiler from Tyrann supports detail brushes and bsp2 format.
In Something Wicked, I used giant func_walls in a few places to make the vising more bearable, and I ...
In Something Wicked, I used giant func_walls in a few places to make the vising more bearable, and I ...
- Wed Jan 22, 2014 7:13 pm
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6511196
Re: What are you working on?
Been tinkering with enemy code. As a starting point I've made them always looking for you and able to track you down wherever you are in the map.
That is what I started with, the AI code for my ITS mod was simple line of sight stuff. Eventually I went the route of AI nodes and volumes . In ...
That is what I started with, the AI code for my ITS mod was simple line of sight stuff. Eventually I went the route of AI nodes and volumes . In ...
- Sun Jan 19, 2014 9:12 pm
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6511196
Re: What are you working on?
Wow very nice, I did not realize it was that powerful. Love your top down stuff, very smooth looking.Shpuld wrote:I now have a 9 slot inventory for the players miscellaneous items with proper drag-and-drop mouse control.
- Sun Jan 19, 2014 9:07 pm
- Forum: General Discussion
- Topic: Engoo
- Replies: 222
- Views: 73861
Re: Engoo
I really like the look of this engine but I can't run the engine with my MOD ITS. If I use the engwin.exe I run out of edicts and cannot find a way to increase them. max_edicts and host_max_edicts both seem to be missing from the console. I tried engqsb.exe and the map starts to load and then I get ...
- Sat Dec 28, 2013 12:04 pm
- Forum: General Discussion
- Topic: Merry Christmas All
- Replies: 4
- Views: 2687
Re: Merry Christmas All
Merry Christmas from freaky hot South America!
- Sat Dec 28, 2013 12:03 pm
- Forum: General Discussion
- Topic: Release: Hellsmash 0.4a
- Replies: 10
- Views: 5270
Re: Release: Hellsmash 0.4a
What sort of feedback are you after for this MOD?
What direction is this mod going? SP? MP?
First impressions
I found the mod very confusing at first, I could not start the first map from the menu (your start map should be called start.bsp) and there was signposts all over the place in the start ...
What direction is this mod going? SP? MP?
First impressions
I found the mod very confusing at first, I could not start the first map from the menu (your start map should be called start.bsp) and there was signposts all over the place in the start ...
- Sat Dec 28, 2013 11:49 am
- Forum: General Discussion
- Topic: Fight Internet Apathy
- Replies: 3
- Views: 2234
Fight Internet Apathy
Remember to visit Quaddicted and VOTE for your favourite maps, post comments, let authors know what you thought of their work!
Quake is available on steam and there are plenty of guides that have been written to help the Quake community grow.
Lend a hand and UP vote these guides so that more ...
Quake is available on steam and there are plenty of guides that have been written to help the Quake community grow.
Lend a hand and UP vote these guides so that more ...