Poll

Lower the Quad deck by 8 units, making the direct jump possible?

Yes
0 (0%)
No
2 (66.7%)
I'm an indecisive son of a gun so I don't know
1 (33.3%)

Total Members Voted: 3

Voting closed: September 02, 2011, 03:18:55 AM

Author Topic: Blood Run [Release Candidate 1]  (Read 31648 times)

Offline themuffinman

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Re: Blood Run [BETA A]
« Reply #45 on: August 26, 2011, 07:01:06 AM »
@adz1la:
Yeah you're right about that rocket ammo, I've replaced one of the bullets with rockets.

@Muerte:
Goddamnit do I have to give you demos of that too? Here's both Q1 and Q3...
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Offline Barton

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Re: Blood Run [BETA A]
« Reply #46 on: August 26, 2011, 07:40:48 AM »
You can make the jump.
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Offline VaeVictis

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Re: Blood Run [BETA A]
« Reply #47 on: August 26, 2011, 09:18:29 AM »
@themuffinman

didnt quote your message to save forum space ;)

let me explain smth

played q3 ztn3dm1 since 2/2000
played q3 ztn3tourney1 since 3/2001
played q2 q2ztn3dm1 since 2005
played ql BloodRun since 2009

and im not only one who know how to play (check few BloodRun demos in q3/ql)
what is your target groups? q1 players or q3/ql players who would like to play same map in q2

check how ztn3tourney1 look and fix your mistakes
or continue to be stubborn  and leave it like this

and plz start q3 and check map before u start writing statements what is possible or not

you make such a big deal about it for no reason :/

the map doesnt have to play the exact same ya know, just look how different aerowalk is in each quake

i dont think being able to jump straight onto quad platform is that big of an issue...
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Offline quadz

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Re: Blood Run [BETA A]
« Reply #48 on: August 26, 2011, 12:24:52 PM »
Salutations!

Coupled with the inability to make that jump in the original, Q1 version, it is safe to say that ztn intentionally wanted access to the Quad deck to be via the stair railing.

Just a quick comment about this in general (not specifically about the Blood Run conversion) -- I've tended to feel the discovery of jumps not intended by the map author has been one of Q2's enduring hallmark signature traits of awesomeness.

q2dm1 being the textbook example of course: Most of the q2dm1 jumps weren't even possible when the map was created, as the physics tweaks allowing today's Q2 movement didn't appear until 3.15 (March 1998).

But again, not commenting about Blood Run specifically.  It's just that quirky jumps are one of my favorite characteristics of Q2...


:dohdohdoh:
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Offline VaeVictis

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Re: Blood Run [BETA A]
« Reply #49 on: August 26, 2011, 12:39:28 PM »
Salutations!

Coupled with the inability to make that jump in the original, Q1 version, it is safe to say that ztn intentionally wanted access to the Quad deck to be via the stair railing.

Just a quick comment about this in general (not specifically about the Blood Run conversion) -- I've tended to feel the discovery of jumps not intended by the map author has been one of Q2's enduring hallmark signature traits of awesomeness.

q2dm1 being the textbook example of course: Most of the q2dm1 jumps weren't even possible when the map was created, as the physics tweaks allowing today's Q2 movement didn't appear until 3.15 (March 1998).

But again, not commenting about Blood Run specifically.  It's just that quirky jumps are one of my favorite characteristics of Q2...


:dohdohdoh:


hmm... its possible to do almost every jump on q2dm1 with circle jumps rather than strafe jumps, but its incredibly hard and i just know this cause of some awesome dael demos showing it :) unless it was circle jumping rather than strafe jumping that was made possible in 3.15 that statement might not be entirely true... xD

as for the actual subject of your post, i dont think blood run has a whole lot of room to find creative jumps :( the only real creative jump it ever had in the q3 version was the plasma climb, and i dont expect q2 to be much different

however, i do feel that jumping to the ledge above the shards near RL off the stairs wasnt intended :P but i used to do it in cpma on bloodrun so i had to do it, and maybe the double jump off the bottom of the bannister in the upper YA room to the quad ledge :) there wont be anything really crazy or creative like the double jump up to rail on rage, or all the crazy jumps on dm1...
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Offline themuffinman

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Re: Blood Run [BETA A]
« Reply #50 on: August 26, 2011, 11:25:53 PM »
You can make the jump.

 :WTF:

I thought you lowered gravity but you haven't LOL. I know it's definitely, 100% impossible to do that on my setup. That's with about 100 FPS... what's your FPS? And how about in Q1?

i dont think being able to jump straight onto quad platform is that big of an issue...

We've got to get it 100% right, so I encourage debate. I'm just 100% certain it's impossible with my setup. Now to figure out how Barton did it.


Just a quick comment about this in general (not specifically about the Blood Run conversion) -- I've tended to feel the discovery of jumps not intended by the map author has been one of Q2's enduring hallmark signature traits of awesomeness.

q2dm1 being the textbook example of course: Most of the q2dm1 jumps weren't even possible when the map was created, as the physics tweaks allowing today's Q2 movement didn't appear until 3.15 (March 1998).

But again, not commenting about Blood Run specifically.  It's just that quirky jumps are one of my favorite characteristics of Q2...


:dohdohdoh:


It's a good point. I guess since people want it like that I might as well go by popular demand and lower it.
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Offline Barton

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Re: Blood Run [BETA A]
« Reply #51 on: August 26, 2011, 11:37:12 PM »

 :WTF:

I thought you lowered gravity but you haven't LOL. I know it's definitely, 100% impossible to do that on my setup. That's with about 100 FPS... what's your FPS? And how about in Q1?

I was using 125 fps, which seems to be the standard fps for Q3. Anything lower and some jumps become just impossible. So I've heard.

I have Q1 but I haven't tried it yet.

Edit: I tried in qw. It's impossible. You don't jump high enough.
« Last Edit: August 26, 2011, 11:44:01 PM by Barton »
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Offline VaeVictis

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Re: Blood Run [BETA A]
« Reply #52 on: August 27, 2011, 04:20:53 AM »
if the ledge is 64 units... why dont you just do something crazy like drop the ENTIRE map under (0,0) so you can do the higher fps bump up onto the ledge? :) seems appropriate for q2...
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Offline adz1La

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Re: Blood Run [BETA A]
« Reply #53 on: August 27, 2011, 02:25:54 PM »
i think you should just leave the ledge like it is....its not like it's very hard to dj off the rail..or jump off of it...ect
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Offline VaeVictis

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Re: Blood Run [BETA A]
« Reply #54 on: August 28, 2011, 01:11:23 AM »
i think you should just leave the ledge like it is....its not like it's very hard to dj off the rail..or jump off of it...ect

 :lolup:

thats what i was saying... BUT if people really are gonna bitch about it, making it a 64 unit bellow origin bump jump like the crates on dm8 would probably be best way to do it :)
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Offline themuffinman

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Re: Blood Run [BETA A]
« Reply #55 on: August 28, 2011, 03:17:08 AM »
I was using 125 fps, which seems to be the standard fps for Q3. Anything lower and some jumps become just impossible. So I've heard.

I have Q1 but I haven't tried it yet.

Edit: I tried in qw. It's impossible. You don't jump high enough.

I've tried again on my other PC with about 250 FPS - still can't do the jump :/

if the ledge is 64 units... why dont you just do something crazy like drop the ENTIRE map under (0,0) so you can do the higher fps bump up onto the ledge? :) seems appropriate for q2...

Doesn't seem to work. I'll keep the map lower though anyway.

i think you should just leave the ledge like it is....its not like it's very hard to dj off the rail..or jump off of it...ect

Let's put it to a poll.
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Offline VaeVictis

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Re: Blood Run [BETA A]
« Reply #56 on: August 28, 2011, 03:21:10 AM »
if the ledge is 64 units... why dont you just do something crazy like drop the ENTIRE map under (0,0) so you can do the higher fps bump up onto the ledge? :) seems appropriate for q2...

Doesn't seem to work. I'll keep the map lower though anyway.

need a higher fps, try with like a 120 fps :)
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Offline VaeVictis

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Re: Blood Run [BETA A]
« Reply #57 on: August 31, 2011, 01:11:31 AM »
any updates on this?
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Offline Barton

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Re: Blood Run [BETA A]
« Reply #58 on: August 31, 2011, 07:17:05 AM »
I've tried again on my other PC with about 250 FPS - still can't do the jump :/

I think the only way you'll make it is if you wallstrafe, like I did in the demo. If you try to strafe jump from the angle you did originally, it won't work even with 125 fps. 
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Offline themuffinman

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Re: Blood Run [BETA A]
« Reply #59 on: September 08, 2011, 11:36:16 PM »
any updates on this?

It has progressed quite a bit more.

Changes done:
- Quad room HB - YA tele exit floor raised by 32 units since it was out of proportion compared to in Q3
- lowered ceiling in RL jump pad hall by 32 units for more ceiling damage opportunities
- a whole lot of lighting changes, sun light angle alteration, and light glitch fixes
- lowered RG floor by 8 units since it wasn't as low as it should be
- redesigned RG tele hall
- redesigned teles and tele triggers
- removed tele exit pads and spawn pad drawn in glass floor by jump pad
- altered RA sill design: simplified the design of the top section to help facilitate RJ/GJ'ing from GL platform
- 2x bullet ammo at CG now spawns
- more clipping on top of doorway arches, Quad window, by RG tele, and other places
- redesigned YA tele-exit hall
- raised lower tunnel (Mega corridor) ceiling by 8 units so it doesn't hinder player movement
- changed a bullet pack to rocket pack on RL platform
- a bunch of other small changes

To do:
- aesthetics: redesign back of RL, redesign central deck (behind GL platform), improve portal design
- more lighting alterations

Should have a Beta B release sometime soon. Just been a bit pre-occupied lately.

I think the only way you'll make it is if you wallstrafe, like I did in the demo. If you try to strafe jump from the angle you did originally, it won't work even with 125 fps. 

Alright I think I'll lower it by 8 units then.
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