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Messages - themuffinman

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1
Quake / Re: Back after many years
« on: January 11, 2024, 08:25:51 AM »
"Many find Dean annoying because he uses the PowerShield and RailGun camps players."

I can confirm! Then again so do I  :erhmmm:

2
DOWNLOAD MAPS HERE !! / Re: Ultimate Map Collection (UMC)
« on: February 07, 2023, 04:04:30 AM »

why did you add the awaken 2 versions of Maric's maps too ? they are completely the same, just with a bit different items ...

good point. i was comtemplating replacing them with entity overrides because - as you said - it's only the entities that have changed. then again, i don't even know where the mod can be downloaded anymore... i definitely don't have it.

3
DOWNLOAD MAPS HERE !! / Re: Ultimate Map Collection (UMC)
« on: February 01, 2023, 04:29:55 PM »
clownfish! hot damn, that's a map i haven't heard about in a while

4
DOWNLOAD MAPS HERE !! / Ultimate Map Collection (UMC)
« on: January 31, 2023, 12:17:34 PM »
Hey Ho!

There are 25 years worth of great level design out there lost in a sea of garbage maps. It's also a battle finding maps for a game with a diminishing online presence, with dead or archived links wherever you look. Once upon a time I started the concept of UMC, building a 'definitive' collection of maps. UMC attempts to conveniently gather most maps worth your time and enhance how you experience them. There are no doubt still dozens of maps worth adding, I barely touched on CTF or mission maps so far.

Features:
- roughly 500 maps, ranging from levels with redeeming qualities that deserve some recognition up to absolute masterpieces
- Gladiator bot support, some Eraser support
- fixed any missing textures/sounds issues
- removed unnecessary assets
- removed some annoying or loud ambient sounds
- added some subtle ambient sounds for a few maps
- fixed some entity bugs (ie: entity in solid, spawn point facing walls, etc.)
- intermission cams for all, work nicely up to 110 FOV
- levelshots
- arena files for KMQuake3
- consistent long map names
- author credits and readmes included
- some improved DM support in mission levels
- other minor improvements

Link to downloads:
https://www.dropbox.com/sh/4tgzf6wqkug5285/AAD2-0S3ZfZE_VZl79s_EOF-a?dl=0

The end goal was to have it all nicely tied up in a site similar in style to lvlworld.com, but one can only dream! There's still plenty of room for improvement and I'm open to any ideas or contributions from others.

5
tastyspleen.net / Re: Who is Pasta Sempa??
« on: January 12, 2023, 04:36:46 AM »
he's the maverick who asked the hard-hitting question "why ah you gae?"

6
Quake / Re: Quadz, the Loquaciously Multiloquent Member
« on: July 11, 2021, 04:49:43 PM »
That is incredibly sad to hear! A legend out of any Quake community, certain had a huge impact on many gamers' lives including my own. Never knew anything more about the mystery that is Quadz, but my condolences to his family and close friends. I hope someone is able to give us all a glimpse into who the man himself was and give him a proper send-off.

7
Skins, Models and Maps / Re: Furious Heights [ALPHA]
« on: January 04, 2021, 09:57:23 AM »
I won't waste any more of my time...

... reading your comments.

8
Skins, Models and Maps / Re: Lost World [ALPHA]
« on: January 04, 2021, 09:56:17 AM »
Vae, I'd really suggest rereading your comments. Take a deep, honest thought about how you come across to others and how this topic derailed like it did. This kind of arrogance is a major reason why Quake communities are a dying breed.

Enough of this cancer, thread closed.

9
Skins, Models and Maps / Furious Heights [ALPHA]
« on: January 03, 2021, 02:50:35 PM »
Alright alright! Here we go again entropy thread lovers!

Furious Heights is a map I was going to remake a good 6 years ago. Popular for duel and FFA and created in the early days of Quake Live's Closed Beta. I rebuilt it from a slightly rescaled original and tweaked it for Q2. It's in alpha development state, so geometry, texturing, lighting and optimisation is in its infancy.

The item entity set is for FFA, included is an entity override for duel which replaces Quad for RL + rockets.

Download: https://www.dropbox.com/s/z0h4eiw2byyp7tc/furiousheights-a1.zip





10
Skins, Models and Maps / Re: Lost World [ALPHA]
« on: January 03, 2021, 10:12:50 AM »
Jesus this thread really went to the shitter...

11
Skins, Models and Maps / Re: Lost World [ALPHA]
« on: January 02, 2021, 11:21:25 AM »
- some areas might feel a bit oversized but will be tighter once extra detailing is added (ie: doorways)

On a semi-related note, as someone with very little experience with Quake mapmaking tools, I was wondering how easy or difficult it is to experiment with the overall scale of a map?

Like, would the Q2 map editor allow taking the current map size and just scaling it up by 1.5x (or whatever factor) without having to manually go and re-tweak texture alignment and such?

Just curious.



Scaling can create a host of issues like floating point inaccuracies in geometry, misalignments etc.
The only time you might get away with it is if the map file is in brush primitive form (similar to what's used in idtech4), in which case everything could be kept intact.

What map did you have in mind for scaling?

12
Skins, Models and Maps / Re: Lost World [ALPHA]
« on: January 02, 2021, 02:57:46 AM »
Opinions can change. I just have a lot more time into each quake individually. The problem with ports is that you are taking something that was already good in another quake, and translating it over to a game that is mechanically very different and hoping it will still be good. For instance I like q2dm1, ztn2dm3 and q2rdm2, but I think they translate like absolute garbage into QL and people who only experience them in QL can not appreciate how good those maps really are because the game mechanics just don't work with the layout and size. This is not a comment on the quality of the mapper, just the fact that it is not purpose built for that quake. Your ports are very well done, but it is an uphill battle to make them play at the same level as the original.

There are good ports though. Aerowalk in every quake is pretty good, however the layout and how the map plays is very different in every quake and the fact it is good seems like it was just purely luck. Phrantic in Q4 is another great example where the map plays a little different, and layout/scaling is changed where it works well in Q4. Going from q3 to q4 isn't as jarring as qw/q2/ql though. A weird example of porting would just be bloodrun between QW and QL since they are like completely different maps with just the same geometry. It is likely impossible to get a lostworld port from QL to Q2 that plays like the QL version, but maybe the geometry can be used with a changed layout and scaling to make a unique Q2 experience.

To everyone else, I deleted my feedback since it seems unappreciated and unwanted. I'll just go back to playing duel and you all can enjoy your time on the dm server without ever understanding anything about quake. Ignorance is bliss and these forums are full of blissful players.

Is this the ztn2dm3 you're referring to? https://steamcommunity.com/sharedfiles/filedetails/?id=563655427
As much as I admire Foralarx's passion in mapping, this port is frankly terrible which I pointed out in a comment on LvL. I had done a layout for Q3 that fits both physics and successfully translated the gameplay. I did the same for q2dm1, although QL physics + ramp jumping would be recommended. I'm willing to share those if you're interested but the point I'm making here is that it is far too easy to make a terrible port and just because terrible ports make up the vast majority of ports, doesn't mean it's impossible to get right (as you kind of insinuated).

As for the last paragraph, get off that high horse, knock that chip off your shoulder and realize the constant negative reactions to your posts are purely caused by the way you come across rather than the underlying messages.

13
Skins, Models and Maps / Re: Lost World [ALPHA]
« on: January 01, 2021, 02:52:55 AM »
I also hate ported/remade maps. I think they play like trash and are neither a good representation of the map they were inspired by nor a purpose built Q2 map.

Pay no mind to this Negative Nancy. :nana:

muffinman, your ports of campgrounds and bloodrun are two of the most-requested maps on our FFA servers.


 :beer:



 :rockon:

14
Skins, Models and Maps / Re: Lost World [ALPHA]
« on: January 01, 2021, 02:51:03 AM »
I also hate ported/remade maps. I think they play like trash and are neither a good representation of the map they were inspired by nor a purpose built Q2 map. They are great visual pieces and can be some dumb fun when used sparingly, but also result in some of the stupidest games possible because the maps aren't built around what makes a good Q2 map.

Seems you've changed your tune quite dramatically over the years:

tourney4 would prob be another q3a map that would be pretty interesting to see in q2, but not sure if it has enough weapons/armors
would love to see some q4 map love because q4 had AWESOME maps, but they just don't have the same feel in q2 :( there is already a monsoon conversion

Any case, thanks for the feedback. There's a lot to work through there and I agree with much of it.
A few points:
- the item layout was based on QL for FFA, as the original q3dm13 intended, and as such includes Quad. I will release with a duel override in next version. Agreed on the extra grenades and the lack of health at RL.
- some areas might feel a bit oversized but will be tighter once extra detailing is added (ie: doorways)

15
Skins, Models and Maps / Re: Lost World [ALPHA]
« on: December 30, 2020, 01:52:07 PM »
GtkRadiant 1.6.6

What do you use?

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