Quake3 The Longest Yard re-remake project
- Tormentor667
- Stronghold Team
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- MR_ROCKET
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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.
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.
- Shinjanji
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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)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.
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??

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
- MR_ROCKET
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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 friendIs 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)

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.Is it really that hard to open pak0.pk3 with WinZIP
Yeah your wrong about some things heh, but thats ok.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? heh the weapon mod guys can do that if they wantArmor. 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).

Because it plays better in Doom2 Deathmatch this way. I can tell you haven't looked.Nix the plasmagun and put the RA there?
It's not needed, under playtest we found this out.Where is the Megahealth (Soulsphere) underneath the Quad platform??
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?Also, what is with that invisible block on the quad platform anyway? There should be a teleporter up there.
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.
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.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.
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.All teleporters on the map should take you to that ledge on the bridge, where the plasmagun currently sits.
I released the map some months ago now as a final release, though It could stand a few updates, and possibly a weapons mod.Suggestion for the "Quad": Make it into a Tome of Power, and make DECORATE sisterweapons that fire 4x stronger shots.
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.

If it was really needed? Sure, but it's not. sorry :\Lastly, give some air control to the map with MAPINFO
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


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