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EmeraldTigerLast post by EmeraldTiger
Version 0.4 released! Download: https://drive.google.com/open?id=12MtwF40oILntxIX2fcdsfceWDcFKG0G3 - Changelog: - Christian Antkow, the original Quake 3 announcer, now voices the Conservation and Scavenger power-ups, the Tyrant medal, and the main menu intro. HUGE thanks for your work; it is a real honor to have you involved in my mod! - Added 4 new maps: - Torn to Shreds (uadm9) Original Author: Dan "CardO" Shannon NOTE: Based on the QueToo version; originally a Quake 2 map - Factory Frenzy (uadm10) Original Author: Nick "Nickster" Hambrecht - Out on a Capture (uactf1) Original Author: Tigger-On NO
Neon_KnightLast post by Neon_Knight
This is a simple guide, as we, the mappers, aren't the all-knowing minds who can decipher generic stuff on first glance. BAD FEEDBACK: * "The map sucks" (Doesn't need any explanation) * "It has bad item placement" (Provide examples, if possible, suggest solutions) * "The map is badly designed" (See above) * "It has the BFG/NG/CG/PL/RG" (especially when care has been taken in order to limit these weapons' damage with the design of the map itself) GOOD FEEDBACK: (If possible, also suggest solutions) * "Placing the Quad Damage near the BFG is bad for the balance of the map." * "There are no safe places from the Railgun, it breaks the map as it is." * "The Grenade Laun
Neon_KnightLast post by Neon_Knight
@Martinus, we already have 13 gametypes to choose from: 0.8.8 has the ones from Q3A and TA plus Elimination (Clan Arena), CTF Elimination (Clan Arena with flags), Last Man Standing, Double Domination (yep, the one from UT200X), Single Domination (the one from UT99) and OA3 will also add Possession from Q3 Revolution (basically keep the flag for the longest time as possible), remade from scratch.
FistMarineLast post by FistMarine
My bad Colton, I didn't know you requested this. Anyway I could try to make some patches myself and submit here because there are some issues I noticed with some maps.
paashaasLast post by paashaas
example : textures/skies/mp_sincity { qer_editorimage env/mp_sincity/sincity_ft.tga surfaceparm noimpact surfaceparm nolightmap q3map_globaltexture q3map_lightsubdivide 256 q3map_surfacelight 100 surfaceparm sky q3map_sun 1 1 1 100 0 90 skyparms env/mp_sincity/sincity - - }
TigLast post by Tig
I'm not sure why, but my emails to you (and anyone else with the same email domain) are not getting through. Obsessed - Please get in touch or check your email / spam folder.
TigLast post by Tig
@richoi: Map queue links now work again. I had changed the security system for the downloads but had missed something with the map queue. Thanks heaps for reporting this issue.
P00T1NK1Last post by P00T1NK1
I was thinking of doing the same thing! I've never used GIMP before so I'll have to check it out. The blast pattern in the test version is awesome but it's a mystery where the files are located. There is no plasmaboom.jpg equivalent in the test version so it must be something in the code. Thanks for the help
II SEGA USA IILast post by II SEGA USA II
Thanks Tig
II SEGA USA IILast post by II SEGA USA II
Thanks Fragater
P00T1NK1Last post by P00T1NK1
Thanks for all the help! I've been checking out the OSP mod. I loaded the mod in Q3 and noticed the differences in gameplay. But when I use the config generator, where do I put the config file? Does q3config.cfg get replaced with the one I just made?
ChomenorLast post by Chomenor
What map and version of Quake 3 are you running? It might help if you set com_zonemegs to 64.
bozina69Last post by bozina69
Plus one for Alternate Fire. Makes for a lot of new camping and ways to move fase using the grapple. I like particularly the sticky grenades and homing rockets. Another cool feature is one can shoot through a portal and have say a rocket come out and get another player on the other side. 2nd would be Painkeep Arena followed by generations. Love the Doom "long range" light shotgun!
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