AD was a mappers toolkit, it was a collection of assets with a few test maps. People get excited about playable content nowadays not development resources, I underestimation what people wanted, I decided to cancelled the project and cut my loses.
All of the monsters can detect and destroy breakables if they are in the way, unless of course the breakable is defined to be monster immune! The AI path finding is still the straight line "nose against a wall" approach, but the breakables are not cover to hide behind.
The map is designed for the mappers toolkit with lots of different examples to show how breakables are setup.
The player still needs rock platforms, except they are not always available all of the time!
The fire at the bottom is a flat texture, the idea is the lava splashed upwards and then slowly dripped down. I will probably add an extra shader stage (slight glow effects) for the DP engine but nothing extra for Fitz types.
The burned flames at the bottom of the rocks is static, but the lava is fully animated with colour blending to match. The lava surface has an unique shader for the DP engine and classic warping for Fitz engines.
This area is a meeting point of several route choices, where paths cross and keys are collected! Also new armour model, more detail and no UV stretching
The map is fully switched over to the new mod and has the new pickups, lids, random angles and better texture uv/normal setups. This area is a mirrored version with a separate SK and door. This area was built first and the rivers of lava screenshot was built based on this side which is why it looks similar.
Thanks, I am glad you like it. The movie is certainly setup in a special way with the player slowly sliding down a slope towards the monsters. The infighting between the knights and shambler is unscripted. There are a couple of tweaks to prevent the shambler switching targets so quickly when hit, but otherwise its all dynamic.
The map still has plenty of cool blue areas, but this area needs to feel hot with the lava bubbling close by.
The floating red things are lava balls, an original quake entity added for effect. Has a nice dynamic light attached to it and does a little damage if touched. It certainly sounds a bit goofy, but is a classic dressing for lava in quake maps.
Probably the best part of this screenshot is the lava, how it blends at the edges and yes, that lava path is dangerous!
I total agree, the lighting from the lava is certainly not intense enough, hopefully the next screenshot will fix that.
Indeed, the upper area is an alternative route to discover!
The new ammo pickups come in two flavours, base and medieval. I wanted something to contrast the rest of the scene which is why the ammo box is base style.
The map is deep underground, it needs to be dark and cold so that when the players gets to warmer locations they feel the change
Thanks, this map has the same footprint as the original with some extra demon door surprises for those who like to hunt for secrets!
Thanks, I am glad you like it! :)
Yeah, this is just a test map, experimenting with different lighting, colours and encounter setups.
Unfortunately this project is on the backburner until I finish my current projects. This MOD is not dead, just in hibernation for the winter!
You should create a thread for this mod at the QuakeOne forums, a lot of people there use the DP engine and they might be able to give you more feedback running your alpha with different hardware.
'http://quakeone.com/forums/quake-mod-releases/works-progress/' -> Quakeone.com
The front portcullis is opened by walking up to it, there is trigger just infront where the knight is standing. I recommend you play this map with a Fitz or QS client, check the readme file for more details of where to download them from.
I am glad you enjoyed it, the falling factor can be annoying at first, but it brings so much tension to the map experience that it would have been a shame to remove it. I highly recommend you try Horde of Zendar next.
Rich Douglas recently recreated the music for Quake in a high quality format. It is really good and faithful to the original and I highly recommend anyone to download it.
Link - Moddb.com
All those maps highlighted in that retro article were created by me. I recommend anyone who likes this map to try out The Horde of Zendar as well. Link - Moddb.com
This is a very good question and something I have been wanting to do for sometime. Unfortunately the majority of the new work on this mod has been coding new features and creating full bright box maps to test out the gameplay. Once I get something more visually exciting, I will do a big news update.
Buy it on Steam, download custom engines and enjoy 900+ maps
Original Game - Store.steampowered.com
Alternative Engines - Steamcommunity.com
Custom Content - Quaddicted.com
Please remember to vote and post some feedback.
I would recommend you create proper set of game logic entities to use in your project. The original Q3 engine has many limitations with entity types and quantities, it really is fine tuned for MP gameplay mechanics only.
Thank you very much for the compliment and I am glad you enjoyed the map, but there are no plans for part 2. It started life as an experiment into 3D scripting, but I soon realized it was a crazy thing to do with such a limited engine.
I highly recommend to play the map on normal and hard skill level, they are a different experience. Also if you are playing the map for a second time, try to find the upper route first, the reverse direction rewards the player with more powerful weapons early.