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@Tig: Thank you very much X3
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@borntofrag3: To get the BFG.
Go to the MegaHealth.
Look at the three lights on the building (not the flames, the lights).
Shoot the middle one.
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Can someone tell me how to get to the chamber with bfg?
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@MBT thanks for the tip:) will try that:)
Edit: Manage to do it, but with the BFG:) with a Rocket launcher it's impossible:)
Edited 1.08 hours after the original posting.
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@Szaman: Thank you for the kind comment and the vote. I'm glad you like this map. To reach the regen you have to do a well timed rocket jump on one of the jump pads at both ends of the side corridors. I guarantee it works. ;)
cheers
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One of the best maps i have played:D Great Skybox, architecture, etc... smart secrets, not that hard to find, but you have to think it to find it;) One problem is that i can't find a way to the regeneration booster:( that is on the roof, i have search everywhere, tried rocket jumps and no luck:(
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WOW!
You people are awesome. Thank you for 1k+ downloads!!
=D
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@dONKEY: Yeah, I tried botclip first, but it seems I used patches "a little" too enthusiastic, resulting in weird windings which where almost impossible (for me) to clip properly. I soon got stuck in purple piles of botclip... @_@
But once done, BSPC still crashed due max_mapfile_planes.
Next thing I tried was the "convert-patches-to-ase-models"-trick, which made my map a complete slide show, so I deleted that file.
Unfortunately I never bethought making the patches nonsolid by shader. Meh, I'm still rookie^^
Thank goodness Tig mentioned the botmap procedure so now me has bots in my map =)
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dONKEY
unregistered
#25 04 Apr 2013
Glad you worked it out.
I've made 'bot only' maps to generate aas a few times now. In my case it was the overuse of models killing bspc.exe.
Quite often with patches, botclip solves the problem, or try making the texture/shader on the patch non-solid, then clipping.
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@dONKEY: Hi!^^
Sock's way didn't work for me. I did it pretty much same way as
a13n described it on qw.
I dunno either why Sock left out the hex edit. Kinda essential.
I had a hard time to figure why after the hex edit my aas -reach -optimize failed. I run win7 so my hex editor has to be run as admin >_<
Works fine now, but I need to tweak the botmap hell a lot more. Atm bots acting kinda goofy (which is really fun watching, on the other hand :D)
Thanks for lending a hand.
Edited 5.62 minutes after the original posting.
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dONKEY
unregistered
#23 03 Apr 2013
There is a step that isn't covered in that article.
I'm not really sure why to be honest. Unless Sock has a different set up to me (and the rest of us), you will find a bit of hexediting is required for the aas, because -fixass breaks it. When you get that far I can explain further.
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@Tig: Sweet! Thank you very much for the tip. Seems to be very useful to me. Gonna fiddle around with that a lil...
:D
edit: @Tig: You made my day Sir! Thanks for advise =)
Edited 1.15 days after the original posting.
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@MBT: You may want to check out the following link.
www.simonoc.com/pa...mp/pom_bots.htmIt has a few tips for adding bot support to a map that does not want to support bots at all. The information may help.
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@FragTastic: Ye, workin' on it =)
Only problem I have, is that BSPC says my curves suck donkeyballs... >:(
Pity it's almost 80% done. Guess it's time to start from scratch.
:/
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@MBT: Your welcome ;D. Can't wait for more releases from you.
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Hehe =)
thanks a lot!
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I must say the lighting has actually had a huge impact on the map. Despite it all being the same, It's much clearer to play because last time I had sight problems but yeah nice work MBT! ;D
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The download has been updated to the nicer lighting version.
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@Tig: Yeah thanks. Done ;)
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@MBT: Do you want to replace the current ..::LvL download with the update? If so, send me a submit request with a download link when you have a final compile and readme in a single zip file. Just mention that it is an update.
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@MBT: Thanks for notifying us ;D
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Hi there!^^
I finally managed to upload a "nicer-light"-compile ... only one year late >.<
sorry for the delay :/
New mbt_dm1.bsp and mbt_dm1.aas to replace the files inside the mbt_dm1.pk3/maps -folder for those who have downloaded the map already:
dl.dropbox.com/u/93229171/maps.zip
New mbt_dm1.pk3:
dl.dropbox.com/u/9...171/mbt_dm1.pk3
Cheers!
Edit: Now reading the review once again I must note, that playing against Uriel on Nightmare is less linear and shallow gameplay. The shortest way from the RL to the RAroom (which an "I-can-win-bot" will take) is a straight line w/o any cover a human player would probably avoid^^
Edited 7.73 minutes after the original posting.
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¡gracias
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@MBT: It's nice to see you making other maps which I am really looking forward to but make sure you dont use rich textures to much otherwise it will be a fail.
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MBT Rep. 353
#9 18 Feb 2012
@FragTastic:
Yeah, good point.
I always use the stock textures as much as i can =) Love them^^
Bout gameplay... humm lets see if I am brilliant enough to create xD
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@MBT: If your going to make a map with brilliant Gameplay, I suggest you shouldn't use rich textures a lot because the rich textures have so much detail plus with Bots In Gameplay It slows things down a lot. It's just like The 'Simpsons Map' That has 4 times the texels as any other map and Gameplay sucks on it.
Edited: 17 Feb 2012 AEST
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MBT Rep. 353
#7 03 Feb 2012
I used every possible -fast option in the current version because I can never wait to see my stuff ingame. For me that's quiet good enough, but the audience deserves better^^ I'm relieved btw I got flamed less than expected ;)
I don't know yet the outcome, but this time I gonna go through this w/o a single -fast switch. The first bounce is done, and the second is at 10% atm. When it's done, I gonna upload it asap.
Meanwhile I'm breeding ideas and doing scribbles for a new project, trying to focus more on gameplay...
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@themuffinatorrrrrr: Yes you are right, it's very good
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If you're going to use radiosity it's much faster to use -fastbounce and it still gives very good results.
Edit: in fact -fast and -fastbounce = win. Personally I couldn't care to wait a week for my map to compile when the fast switches cut the compile time down considerably, with few noticable differences if any.
Edited: 30 Jan 2012 AEST
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@MBT: Hey Man Np :)!
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MBT Rep. 353
#3 30 Jan 2012
@FragTastic:
HI :)
THX for your view^^
@all:
Hi there!
I decided to bake a tasty final compile few days ago. So at the moment my toaster oven runs since 52hrs and shows:
--- Radiosity (bounce 1 of 8) ---
blah blah blah
--- IlluminateRawLightmap ---
0...1...2..._
I hope to be able to upload that thingy soon^^
Edited: 30 Jan 2012 AEST
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The map shows a dark side of Quake III maps :). I love it.
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MBT Rep. 353
#1 17 Dec 2011
@Takkie:
Hi!
Thank you for the great review. I really enjoy it :)
@all:
Hi there!
I officially apologize for the awkward lighting. I gonna post a tastier compiled one soon - promise^^
Edited: 17 Dec 2011 AEST
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