Author Topic: q2rdm7 remake  (Read 5430 times)

Offline [BTF] Reflex

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Re: q2rdm7 remake
« Reply #15 on: September 09, 2013, 02:20:42 PM »
What's ten rockets between friends?  Map could be either or,  but mutant is pretty much dead, so primarily duel. 

I'll put it back to 2 in the next version, and find a spot up top to put one.
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Offline [BTF] Reflex

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Re: q2rdm7 remake
« Reply #16 on: September 13, 2013, 01:55:45 PM »
After playing this a few times on tourney with Claire I'm not so sure about the ramp either.  I'll probably work it back to a tele this weekend.
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Offline [BTF] Reflex

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Re: q2rdm7 remake
« Reply #17 on: September 15, 2013, 04:59:05 PM »
Triple post  :P


I put the teleporter back in, really happy with it.  Was a bit tricky since the upper floor wasn't thick enough to sink the destination.
Making it thick enough opened a whole can of worms so I came up with another solution, looks kinda neat.

Ammo by the RL is back down to 2.


I plan to try opening the part by yellow armor to the sky during the week. 

Anything I missed?



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Offline quadz

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Re: q2rdm7 remake
« Reply #18 on: September 15, 2013, 06:21:43 PM »
Was a bit tricky since the upper floor wasn't thick enough to sink the destination.

BTW, for an invisible teleporter dest, one can use "classname" "info_notnull".

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Offline [BTF] Reflex

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Re: q2rdm7 remake
« Reply #19 on: September 20, 2013, 06:39:58 AM »
BTW, for an invisible teleporter dest, one can use "classname" "info_notnull".

Thanks for the tip  :thumbsup:    I shouldn't need it in this map anymore, but it will prove useful in the future I am sure.


Made some really big changes this week.   My favorites were the area surrounding the jump over RL.
Pics and latest beta included.  I give it another 2 weeks before I'm sick of fiddling with it.

 

 
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Offline haunted

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Re: q2rdm7 remake
« Reply #20 on: October 09, 2013, 07:55:22 AM »
I finally checked this out(the current version on the nadl server), I should have given some input a lot earlier.

I only have one suggestion: Change the backpack to an adrenaline or a bandoiler.. I think this is crucial.
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Offline R. Hayabusa

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Re: q2rdm7 remake
« Reply #21 on: October 09, 2013, 02:42:45 PM »
i wouldn't mind seeing the chastity belt remade with different textures or map features and variables

The CTF version was made into 2 bases. not much changed though.






« Last Edit: October 09, 2013, 02:50:40 PM by Golgo13 »
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Offline [BTF] Reflex

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Re: q2rdm7 remake
« Reply #22 on: October 09, 2013, 07:24:44 PM »
Haunted,  I promised not to make any more changes :)

An overide needs done though..  I forgot to set an intermission cam.
Could change the backpack to an adrenaline too.  Have to look at what a bandolier does in quake,  I have forgotten. My personal one lets me hold 200 rifle rounds :)


Golgo,  chastity is already perfect,  I wouldn't dream of touching that :)
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Offline haunted

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Re: q2rdm7 remake
« Reply #23 on: October 09, 2013, 08:05:30 PM »
Alright, your map. It sticks out quite a bit though.
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Offline R. Hayabusa

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Re: q2rdm7 remake
« Reply #24 on: October 09, 2013, 08:26:56 PM »
Haunted,  I promised not to make any more changes :)

An overide needs done though..  I forgot to set an intermission cam.
Could change the backpack to an adrenaline too.  Have to look at what a bandolier does in quake,  I have forgotten. My personal one lets me hold 200 rifle rounds :)


bandolier gives the user a pack of bullets and shells. allows the player to have 50% more maximum ammo. back pack is 100%

Golgo,  chastity is already perfect,  I wouldn't dream of touching that :)


i was thinking a change in map textures. something out the chaos mod texture wise. also green slime to replace some of the water by the armor, with a protective spawn suit in the middle. yea it's out of the ordinary lol.


Offline Barton

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Re: q2rdm7 remake
« Reply #25 on: October 09, 2013, 09:07:33 PM »

bandolier gives the user a pack of bullets and shells. allows the player to have 25% more maximum ammo. back pack is 50%


Fixed that for ya.
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Offline R. Hayabusa

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Re: q2rdm7 remake
« Reply #26 on: October 09, 2013, 10:06:41 PM »
i think a map maker is needed to change the variables in a map. water, slime, lava. would be cool if you could change that in r1chs entity override though :undecided:

Offline [BTF] Reflex

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Re: q2rdm7 remake
« Reply #27 on: October 10, 2013, 02:35:00 AM »
Alright, your map. It sticks out quite a bit though.

I'm all go to change it to something else.  The backpack is useless,  I've played it a bunch and backpack or not, you usually don't have any ammo problems.   Health IS hard to come by, unless you die a lot,  then it goes to 100 pretty easy :)   So changing it to adrenaline makes sense.

-------------------------

Just made and uploaded the override.  Backpack is replaced with adrenaline, and I put the intermission camera in a more scenic spot than looking at a blank wall from 2 feet away. :)   Will take affect next sync.

Tested for quality control.

SYNC!!! 

No rush  :D



Also...

Was a bit tricky since the upper floor wasn't thick enough to sink the destination.

BTW, for an invisible teleporter dest, one can use "classname" "info_notnull".


I did end up using this.  The teleporters didnt work right.  When you teleported on someone it wouldn't telefrag them,  you would both be stuck in that spot.  I think it had to do with the depth they were.  Too low and it did the bouncy glitch like in the regular version, and not low enough the bouncy glitch went away but the pileup thing happens.  Just changing it to notnull fixed it, didnt even have to move from where I originally had them.   :thumbsup:

« Last Edit: October 10, 2013, 02:43:03 AM by [BTF] Reflex »
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Offline haunted

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Re: q2rdm7 remake
« Reply #28 on: October 10, 2013, 07:22:31 AM »
haha, it matters a lot. good call changing it.
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