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				Posted: Sun Oct 23, 2005 5:33 pm
				by o'dium
				This si probably as detailed as it will get. No static meshes everywhere to get stuck in:
[lvlshot]http://www.quake2evolved.com/odium/q4_odq3dm6_4.jpg[/lvlshot]
			 
			
					
				
				Posted: Sun Oct 23, 2005 5:34 pm
				by Survivor
				Looking good
			 
			
					
				
				Posted: Sun Oct 23, 2005 5:41 pm
				by +JuggerNaut+
				Survivor wrote:I think this might persuade some people in buying the game.
*raises hand*
btw, excellent work, Odium.
 
			 
			
					
				
				Posted: Sun Oct 23, 2005 5:44 pm
				by CrinklyArse
				that is fucking brilliant :icon14:
			 
			
					
				
				Posted: Sun Oct 23, 2005 5:46 pm
				by Bdw3
				Indeed!  It looks great man! :icon14:
I hope yours becomes the de facto version of the map for Q4. 
  
			 
			
					
				
				Posted: Sun Oct 23, 2005 5:49 pm
				by o'dium
				Bdw3 wrote:Indeed!  It looks great man! :icon14:
I hope yours becomes the de facto version of the map for Q4. 
  
Thanks guys.
I doubt it will, but it should provide at least a little bit of entertainment until the ubderdm6 comes along.
 
			 
			
					
				
				Posted: Sun Oct 23, 2005 6:00 pm
				by hemostick
				Tested it around with mp physics ? I can hear the bitching if bridge to rail isn't as easy as in q3 already 
(si_pure 0 si_map whatever spawnserver)
 
			 
			
					
				
				Posted: Sun Oct 23, 2005 6:19 pm
				by o'dium
				If already made the def files so it loads in MP 
Anyways, yeah I checked and it seems like it should work. Its the exact same scale as Quake 3, I could make it bigger if needs be. Anyways, the point is its not my problem REALLY its the physics, however I will do anything anybody suggests.
 
			 
			
					
				
				Posted: Sun Oct 23, 2005 6:19 pm
				by xchaser
				plzzz o'dium put the red armor and the rest of the weapons in the same place they had them in the pro version if you can.
			 
			
					
				
				Posted: Sun Oct 23, 2005 6:27 pm
				by Guest
				Make a 6++!
			 
			
					
				
				Posted: Sun Oct 23, 2005 6:29 pm
				by D|S-Syn-
				I didn't think I'd like to see older maps ported, simply because ported maps mean the q3 teams/players have the advantage over the new guys... but wow that looks fantastic.  Now how about you drop the dm6 and port a real map for TDM usage... like q3dm14 

 
			 
			
					
				
				Posted: Sun Oct 23, 2005 6:32 pm
				by Bdw3
				xchaser wrote:plzzz o'dium put the red armor and the rest of the weapons in the same place they had them in the pro version if you can.
I believe he did mention that he was doing pro version item placement. 
 
dm14...?  hmmm  Not one of my personal favs.  I am all for a Q4 Overkill though. :icon14:  
			 
			
					
				
				Posted: Sun Oct 23, 2005 6:34 pm
				by ^misantropia^
				Oeloe wrote:With decompiling you'll lose the lighting anyway.
Only if the map is compiled with q3map2. The original q3map doesn't strip the light entities.
 
			 
			
					
				
				Posted: Sun Oct 23, 2005 6:39 pm
				by R00k
				It's looking great odium, keep up the good work.
I can't wait to try it out. :icon14:
			 
			
					
				
				Posted: Sun Oct 23, 2005 6:39 pm
				by R00k
				axbaby wrote:editor is built into quake4
type editor
i'm still trying to get it working properly on 
q4wca2
I'd like to see that one again too. :icon32:
 
			 
			
					
				
				Posted: Sun Oct 23, 2005 6:40 pm
				by Don Carlos
				good work odium, nice one 

 
			 
			
					
				
				Posted: Sun Oct 23, 2005 6:50 pm
				by axbaby
				remember... KISS
keep it simple stupid
too much eye candy and it's unplayable online
			 
			
					
				
				Posted: Sun Oct 23, 2005 6:53 pm
				by Foo
				You could release all the alternative item placements in one go in a single .pk4 file. It might make the file quite big, but it would enhance the file's appeal (noone can bitch about item placement), ease adoption, wouldn't take any longer to make, plus the server would then have all versions!
			 
			
					
				
				Posted: Sun Oct 23, 2005 6:54 pm
				by o'dium
				Or, just make odq3dm6 and then odq3dm6pro 

 
			 
			
					
				
				Posted: Sun Oct 23, 2005 6:57 pm
				by Guest
				I wonder if 6++ will be ported to q4, as well as overkill, uberkill, etc. How whats the max number of players in q4 anyway?
			 
			
					
				
				Posted: Sun Oct 23, 2005 6:57 pm
				by Foo
				Then you're diluting the release. In effect, lessening the chances of getting a version popular by releasing a competitor yourself.
If they're in the same .pk4 and you release that one file with both item layouts in it, then there's no debate. One file to rule them all, or some shit.
			 
			
					
				
				Posted: Sun Oct 23, 2005 6:57 pm
				by CrinklyArse
				ToxicBug wrote:Make a 6++!
that would be great! 

 and Overkill! 
and ra3map1
 
			 
			
					
				
				Posted: Sun Oct 23, 2005 6:58 pm
				by CrinklyArse
				woops.. cant delete this post now! 

 
			 
			
					
				
				Posted: Sun Oct 23, 2005 6:58 pm
				by MKJ
				Foo wrote:Then you're diluting the release. In effect, lessening the chances of getting a version popular by releasing a competitor yourself.
If they're in the same .pk4 and you release that one file with both item layouts in it, then there's no debate. One file to rule them all, or some shit.
and its really not all that much trouble
 
			 
			
					
				
				Posted: Sun Oct 23, 2005 7:11 pm
				by o'dium
				Woa, steady on, i'll do whatever you guys want me to do, its not for me anyways!
2 in the same file is ok by me, i dont care it could be 30 as long as it has the layout you want.