Q4 Alpha :)

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
pjw
Posts: 860
Joined: Sun May 07, 2000 7:00 am

Post by pjw »

A1yssa wrote:what about a trigger that hurts for only 5 secs(1hp every sec) before the MH respowning?
To give the idea of stealing life and put it into the mh.
:)
I think that's a creative idea, but, again, I think most players wouldn't like it. When you're playing MP and trying soooo hard to not take damage, something that damages you that you can't stop is generally bad.

Also, I suspect that many players wouldn't make the connection, and just wonder "Why am I losing 5 health every few minutes?! This sucks!"
A1yssa
Posts: 387
Joined: Thu Apr 12, 2001 7:00 am

Post by A1yssa »

http://www.wikiupload.com/download_page.php?id=103003

I changed some things.
In the MH room, I removed the stairs, but you're still allowed to jump over a box and then on a ruined colum. Changed teleporter(now it works ^^) and the connection with the quad room.
In the GL room I removed one jumpad, placed the remaining in the middle and simulated a ruined stairs with patch, but it sucks!(I'm noob with path...I'm noob with everything lol!).
I placed some columns in the quad room, one took from one of the original map that came with the game, just to see how it could looks like, but the los is still big, so I added another colum...mmmm...it sucks. Originally the boxes where made to let the player reach the higher room with a rocketjump, then I placed more to reduce los...but I think I placed too much boxes.
I resized some stairs to compare with bigger ones, so let me know(if you want lol ^^) which are better! I resized the RA room, I'm thinking of some lava room ore something like, but more for nice
looking.

At the moment, I'm thinking about a mixed ruined/base theme. But I also like a "superdeformed" stile...

:)
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