Author Topic: iR500 - Coming Soon!  (Read 198158 times)

Offline jägermonsta

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Re: iR500 - Coming Soon!
« Reply #90 on: August 20, 2009, 11:54:54 AM »
is this dm or railz
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Offline Whirlingdervish

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Re: iR500 - Coming Soon!
« Reply #91 on: August 20, 2009, 11:56:59 AM »
it will be instagib, possibly with nades.

hope to see the biledriver!

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Offline jägermonsta

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Re: iR500 - Coming Soon!
« Reply #92 on: August 20, 2009, 12:03:02 PM »
oh nice

the young are simple too dumb to live, the old are weak and unclean, the ones in the middle they almost must die the ways are obtuse and obscene! Biledriver! bring forth the Biledriver!
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Offline |iR|Focalor

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Re: iR500 - Coming Soon!
« Reply #93 on: August 20, 2009, 12:52:27 PM »
The trolling will continue

Point proven

YAY! YOU CAN READ! HERE'S A STICKER!

well stating the obvious doesn't really count as pointing something out.

MAPS OR STFU!

NO U!

I vote "crater kitchen".
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Offline Whirlingdervish

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Re: iR500 - Coming Soon!
« Reply #94 on: August 20, 2009, 01:07:22 PM »
now that's what Im talking about!

the crater kitchen map for q2 is fuckin awesome and huge. it might actually support enough players if we added a few more spawns on the floor, table and the top of the shelves.

one underwater in the sink would be hilarious, but slightly unfair  :D
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Offline |iR|Focalor

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Re: iR500 - Coming Soon!
« Reply #95 on: August 20, 2009, 01:22:50 PM »
Yeah, if there's as many people as last time, some of the pads will have to be moved, especially the one under the open drawer. I figured that one would be a little better than dm8 because it's a wide open room without any places where someone could easily camp a pad without being constantly exposed and hittable themselves. As long as the players/pads ratio is about 65 to 75%, it should be a lot more geared towards aiming at and hitting a moving target than tactical spam shots. The last one seemed to be just a power struggle over 2 or 3 key positions.
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Offline Slayer :D

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Re: iR500 - Coming Soon!
« Reply #96 on: August 20, 2009, 02:02:39 PM »
I'm willing to create the .override file for you. I can mark the positions of where I want to add spawns, but I do not know the syntax of a .override file. Could somebody PM me a sample?
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Offline console

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Re: iR500 - Coming Soon!
« Reply #97 on: August 20, 2009, 02:39:45 PM »
I'm willing to create the .override file for you. I can mark the positions of where I want to add spawns, but I do not know the syntax of a .override file. Could somebody PM me a sample?

I started a HOWTO topic here:

http://tastyspleen.net/quake/forums/index.php?topic=11836.msg121873#msg121873

I only wrote very basic instructions so far, but hopefully it helps get you started...


Regards,

quadz

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Offline Whirlingdervish

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Re: iR500 - Coming Soon!
« Reply #98 on: August 20, 2009, 03:17:16 PM »
I would recommend contacting X7(Q2C) for some additional tips and tricks regarding overrides.

He can show you how to find the coordinates that you will need to "place" the new spawnpads, using a q2 map editor.

 ;)
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Offline console

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Re: iR500 - Coming Soon!
« Reply #99 on: August 20, 2009, 03:52:03 PM »
how to find the coordinates that you will need to "place" the new spawnpads, using a q2 map editor.

What i do is:

 bind = viewpos

Then run (or noclip) around the map to a location I want, and hit =

...and Q2 prints the coordinates.


:afro:

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Offline Slayer :D

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Re: iR500 - Coming Soon!
« Reply #100 on: August 20, 2009, 04:08:18 PM »
Oh, lol, I was running around the map adding locs and creating .loc files to look for the position. That'll be much easier. :ilysign:
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Offline Whirlingdervish

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Re: iR500 - Coming Soon!
« Reply #101 on: August 20, 2009, 04:36:55 PM »
its probably better to run instead of noclip, so that you dont end up putting them too deep in the floor.

hint: if you put them approx 10 units into the floor, they will still work but the pad itself will be invisible.
any deeper and you get stuck a little when you spawn which = bad in insta.
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Offline Slayer :D

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Re: iR500 - Coming Soon!
« Reply #102 on: August 20, 2009, 04:47:08 PM »
So, do you want all the pads visible or invisible? I'm fine creating it either way.

NOTE: I am going to remove that dumb spawn under the drawer if you all don't mind. When you spawn under there, you get stuck for a moment until you ducl, which is really annoying.
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Offline Whirlingdervish

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Re: iR500 - Coming Soon!
« Reply #103 on: August 24, 2009, 08:59:07 AM »
w/e looks good to you is fine.

having them buried in the floor keeps people from trippin on them, and occasionally it helps keep the spawnrape down a bit because it takes a while to find where the spawns really are, as opposed to seeing one from across the map and aiming at it.
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Offline Slayer :D

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Re: iR500 - Coming Soon!
« Reply #104 on: August 26, 2009, 08:10:54 PM »
Completed the first edition!!! :bananaw00t: :bananaw00t: :bananaw00t: Well, actually the third edition ;) , because I threw out versions one and two

There are 25 deathmatch spawn points in the map. (Including three in rather weird places like the water :evilgrin: !) I removed the annoying spawn under the drawer.

All the spawns are hidden in the floor, except the one in the oven grate :) .

I have attached the .ent and .bsp.override files here.
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