Quake3 The Longest Yard re-remake project

Post a reply

Smilies
:D :) :( :o :shock: :? 8) :lol: :x :P :oops: :cry: :evil: :twisted: :roll: :wink: :!: :?: :idea: :arrow: :| :mrgreen: :angel: :angry: :beer: :bfg: :chaingun: :cheers: :blergh:
View more smilies

BBCode is ON
[img] is ON
[url] is ON
Smilies are ON

Topic review
   

If you wish to attach one or more files enter the details below.

Maximum filesize per attachment: 1.5 MiB.

Expand view Topic review: Quake3 The Longest Yard re-remake project

by Jive » Tue Sep 26, 2006 7:02

by MR_ROCKET » Fri May 12, 2006 9:22

Is it really that hard to open pak0.pk3 with WinZIP and extract all the TGA and JPG texures you need? I'm not sure exactly where they all are, but there are plenty from the base_* folders (like base_wall), the bouncepads and launchpads are from the sfx folder, and I think that's pritty much about it. (I did a decent bit of Quake 3 editing before. If it's an idgame Wolfenstein and beyond, I've edited for it)
Sure if you have permission to do that, I'm not one to steal textures. I find it much easier to make my own, you should do the same. Besides, alot of quake3 textures are scaled in editing, you should know this if you'v worked in Radiant. I'v worked on some Quake3, wolf ET and Doom3 stuff, not to mention a bunch of Doom2 stuff and several several things for other people. Working on a D3 map right now and as of right now about 30 something textures for a friend ;)
Is it really that hard to open pak0.pk3 with WinZIP
As if it were something new to you? And no thats not the pack I'm talking about. I'm talking about the old q3 to doom texture pack someone made some years back, that I decided didnt look right.
Here are some suggestions and suggestions of thigns missed from the Q3DM17 I know and love (mind you, this is all from memory, so I may have missed some things and gotten some things wrong):
Yeah your wrong about some things heh, but thats ok.
Armor. Where is the Red (blue in this case) armor? Nix the plasmagun and put the RA there instead (though technically, a teleport destination should be right where the PA is now).
Armor? heh the weapon mod guys can do that if they want :)
Nix the plasmagun and put the RA there?
Because it plays better in Doom2 Deathmatch this way. I can tell you haven't looked.
Where is the Megahealth (Soulsphere) underneath the Quad platform??
It's not needed, under playtest we found this out.
Also, what is with that invisible block on the quad platform anyway? There should be a teleporter up there.
Your playing in single player, thats a stealth/invisable monster up there. use your gun and shoot it. If your gonna play a DM map in single player?
I found that the teleporter was in the way, it's much easier to maneuver without. I might make an update of the map sometime with the teleport in it, but i doubt it would be anytime soon.
Lower the rail platform, it's much too high. Also, the two pads back should take you to the bridge, not to the quad platform.
No and no heh. The rail platform is aliened with the lights across the cat walk, as like the quake3 map, also the 2 pads at the back are suppose to take you to the quad platform.
All teleporters on the map should take you to that ledge on the bridge, where the plasmagun currently sits.
Yes you are right this time!, but seems how there is no red armor mainly for game play reasons, then theres no real purpose to teleport there.
Suggestion for the "Quad": Make it into a Tome of Power, and make DECORATE sisterweapons that fire 4x stronger shots.
I released the map some months ago now as a final release, though It could stand a few updates, and possibly a weapons mod.
If I remember right. mind you, most things are stock and I made use of what was usable without adding more. "for stablity". The quake3 weapons mod for doom2 should run ok with it though as a secondary pwad.
Feel free to make a weapons mod if you like. :)
Lastly, give some air control to the map with MAPINFO
If it was really needed? Sure, but it's not. sorry :\
Although, there is some air control. you might try increasing your strafe sensitivity ;)

When I made this map, my goal was to make a re-make of a quake3 map. Like has been tried several times in the past by several different authors. I feel that this map is one of thee closest remakes "as-is" of quake to doom out there, well next to quakedoom and the liking. This one being quake3 this time around. not only but it gave me a chance to memorize some of the gzdoom line types, and share with you what I made ;)
Image

Have fun!
http://files.filefront.com/mrq3dm17_gzr ... einfo.html

by Shinjanji » Thu May 11, 2006 22:19

MR_ROCKET wrote:Btw, most all textures in there I made from in-game q3 screenshots and some from scratch.
The old ones from that q3texture pack just didn't look right, you may notice.
Is it really that hard to open pak0.pk3 with WinZIP and extract all the TGA and JPG texures you need? I'm not sure exactly where they all are, but there are plenty from the base_* folders (like base_wall), the bouncepads and launchpads are from the sfx folder, and I think that's pritty much about it. (I did a decent bit of Quake 3 editing before. If it's an idgame Wolfenstein and beyond, I've edited for it)

EDITAGE:

Here are some suggestions and suggestions of thigns missed from the Q3DM17 I know and love (mind you, this is all from memory, so I may have missed some things and gotten some things wrong):

Armor. Where is the Red (blue in this case) armor? Nix the plasmagun and put the RA there instead (though technically, a teleport destination should be right where the PA is now).

Where is the Megahealth (Soulsphere) underneath the Quad platform?? :evil:

Lower the rail platform, it's much too high. Also, the two pads back should take you to the bridge, not to the quad platform.

Also, what is with that invisible block on the quad platform anyway? There should be a teleporter up there.

All teleporters on the map should take you to that ledge on the bridge, where the plasmagun currently sits.

Suggestion for the "Quad": Make it into a Tome of Power, and make DECORATE sisterweapons that fire 4x stronger shots.

Lastly, give some air control to the map with MAPINFO

by MR_ROCKET » Thu May 11, 2006 4:37

Sorry Mike I wasn't meaning to sound like ze butthead or something lol
It's just that well yes the "jump pad/line types" in zdoom don't get handled as well as they do in legacy. Legacy lets you cross over the type and only gets activated 1 way. This sorta thing didn't work as well in zdoom. It worked but not that good, so most of the pads in the gzdoom version of the map are made up with the thing type activator instead line types. Now the bad thing about "thing type activators" for this purpose is that depending on the force of the player and its angle, the player can be pushed in an undesired direction.
Don't worry, it's something that I'm aware of, and also have mastered during several playtests heh. it's playable man, you just need to practice it, thats all i can say heh
I'v posted up in the zdoom editing forum some time back about it and it was basically looked at as I found a bug in zdoom. this is why I had to use the thing type activators that don't work as well as I'd like. and theres nothing I can do about that until this is updated in zdoom.
But instead of typing all that out, it's easier for me to say, blah practice the map.
It's hilarious to play a dm game of it. don't forget the zoom.cfg stuff and that you can crouch in gzdoom, hide behind those lights.
No I wasn't trying to yell at ya. lol

Tormentor : Well yeah, it would be neat fixed up with some spiffy hell textures, but then it wouldn't be much of a remake without something that looked like, at least the q3 texture theme. people would say, well why did you use doom2 texture, i thought this was a q3 remake map remake for doom2? lol

Btw, most all textures in there I made from in-game q3 screenshots and some from scratch.
The old ones from that q3texture pack just didn't look right, you may notice.

by Tormentor667 » Fri Mar 24, 2006 0:44

Use Doom Textures instead of Q3 Textures and I will like it even more!

by Cutmanmike » Tue Mar 21, 2006 11:40

MR_ROCKET wrote:If you think you can fix the jump pads so they will be better for "you", go for it.. if you cant then your pretty much just nit picking because you die alot lol

Learn the map, and read the readme..
Sorry for stating my own opinion? :?

by MR_ROCKET » Sun Mar 12, 2006 0:56

If you think you can fix the jump pads so they will be better for "you", go for it.. if you cant then your pretty much just nit picking because you die alot lol

Learn the map, and read the readme..

by Cutmanmike » Wed Jan 11, 2006 1:06

Well I think the jump pads could be improved but apart from that I love it. Oh and the quad damage doesn't exactly help as a berserk eh? :P

by MR_ROCKET » Tue Jan 10, 2006 23:30

You worthless bumb :D

Kidding, Anyhows now I'm off to work on a singleplayer vanilla wad for Doom2.

l8r ;)

by BioHazard » Tue Jan 10, 2006 21:52

Graf Zahl wrote:Thanks. I hate these upload services that have so many blocks in place that half the users can't get through.
I can't stand them either. I had to suck up 3 cookies to get at it :?
MR_ROCKET wrote:Thanks Bio for mirror'n it ;)
No problem.


I haven't even played it yet :)

by MR_ROCKET » Tue Jan 10, 2006 15:45

Ah sorry about that Graf, it was the only "quick" host I had at the time. Thanks Bio for mirror'n it ;)

Ah the rail platform, "run" directly at the launch pad and you should land directly on the platform, once you land let up and possibly pull back a little. The map is different even though it looks alot like the original, it's flow is for the most part the same. Although it's still a matter of learning the map again and the way things work. I know I can run around in it making several rounds without dieing, yet it's still not as easy to run around in as id's quake3 version. The quad platform can definitely be harder to get to than the quake3 version. it's more of a bfg platform on higher skill settings btw ;)


Thankys and Thanks for the feeback everyone!
I don't know how this wad managed to get almost 100 downloads within a few days of posting about it without much advertisement, but it did heh.


Enjoy !

by Jehar » Tue Jan 10, 2006 0:26

Great stuff man! Really impressive work, and I totally agree with the scale of the map.
A couple complaints though... the rail platform is a bit narrow, and when combined with the LARGE amount of air control you have from the jump pad, missing it totally is a common issue. Same applies with the quad jumppad.

by Graf Zahl » Mon Jan 09, 2006 23:18

Thanks. I hate these upload services that have so many blocks in place that half the users can't get through.

by BioHazard » Mon Jan 09, 2006 23:07

by Graf Zahl » Mon Jan 09, 2006 14:32

How about using a download service that allows me to get the file... :?

Top