Uh, I nearly forgot about UTCS. Screenshot looking good, need to acquire some time to test it. Making good use of the new texture packages it seems?
Search found 1989 matches
- Fri Jan 20, 2017 4:37 pm UTC
- Forum: Map Releases
- Topic: Cosmic Tactical Combat Simulator
- Replies: 8
- Views: 53106
Re: Cosmic Tactical Combat Simulator
- Thu Dec 22, 2016 2:59 pm UTC
- Forum: Map Releases
- Topic: Freeway
- Replies: 6
- Views: 33129
Re: Freeway
- Tue Dec 13, 2016 1:32 pm UTC
- Forum: Animations
- Topic: Battlesuit
- Replies: 85
- Views: 1047596
Re: Battlesuit
+1 for "modularized hacks"
- Fri Dec 09, 2016 6:44 am UTC
- Forum: General Discussion
- Topic: Please don't die
- Replies: 31
- Views: 100647
Re: Please don't die
90% alive, 10% caffeine-induced zombie state. The most productive state!
- Sun Nov 06, 2016 11:14 am UTC
- Forum: Community Development
- Topic: Accept more bot and pk3 map
- Replies: 6
- Views: 26349
Re: Accept more bot and pk3 map
These are the bare minimum. Usually you want to give teams more buildables to start with than just the spawn points. Look at other maps to get an impression of a good starting base.
- Sat Nov 05, 2016 8:54 pm UTC
- Forum: Community Development
- Topic: Accept more bot and pk3 map
- Replies: 6
- Views: 26349
Re: Accept more bot and pk3 map
You need to place at least one Telenode (human spawn) and Egg (alien spawn) in the map.
- Sat Nov 05, 2016 11:00 am UTC
- Forum: Community Development
- Topic: Accept more bot and pk3 map
- Replies: 6
- Views: 26349
Re: Accept more bot and pk3 map
For your second question, you can port over any Quake map but it won't work automatically by using the original pk3. You'd need to know a bit about mapping to do this.
Re: Dragoon
- Mon Oct 10, 2016 9:19 am UTC
- Forum: Assets & Artwork
- Topic: The effort to track all unvanquished assets in repositories
- Replies: 17
- Views: 30278
Re: The effort to track all unvanquished assets in repositories
What do you mean, exactly? The tex-*.pk3 packages are already dedicated texture repositories for maps. (And in my opinion they should stay like they are and not be included in some bigger release package, if that's what you were planning…)
- Sat Oct 08, 2016 4:47 pm UTC
- Forum: Level Design
- Topic: Why we need a real raytracer for lightmaps rendering
- Replies: 27
- Views: 79475