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Controls and configuration setup ...
For now my configuration besides key bindings
includes changes in some QUAKE client-side graphics:
- crosshair (edited conchars.lmp,
original symbol "+" is drawn from center of screen by left-upper point
of symbol bounding box, that's why crosshair center is displaced from real
screen center at 5 pixels, and at even not really far distances you must
shoot with aim correction)
- current weapon highlighting (inv2_???*.lmp
changed to inva2_???*.lmp, current weapon icons in status bar changed to
flashed icons for better recognition of current weapon considering that
I play without weapon model on screen)
// great thanks to Adquedit and Qped programs
that made it possible
This changes stored in gfx.wad and must
be substituted instead of original gfx.wad to take effect ...
This done by starting QUAKE with "-game
mygame" parameter, where "mygame" is directory name that QUAKE will start
loading from all necessary data before than from original ID1 packs, and
sure all custom data must be located in "mygame" directory.
At QUAKE startup it begin to play demos, exec some configs etc ... I've modified quake.rc and now QUAKE starts with naked console and execing my config file :)
Here is some explanation of my config file madmax.cfg ...
All data (gfx.wad, madmax.cfg, quake.rc)
I putting in "MADMAX" directory and starting QUAKE like this:
- "winquake.exe -game madmax"
This configuration is located in STOREHouse
and you can download it ...
I recommend everyone to have personal
configuration file for yourself. Create it once (name it "myname.cfg"),
put it to ID1 directory and use it every time you playing (type in console
"exec myname.cfg") ...
Update it according to your necesaries
of better fragging ...
Keyboard and mouse layout for me you can
see here ...
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Maps ...
There is another deathmatch map from me
...
It's a brand-new look on 1-on-1 deathmatching
...
It's cool ... It name is "The F-frag"
...
Take it here ffrag.zip...
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Maps ...
There are custom levels for QUAKE made
by ME ...
I prefer to make deathmatch maps because
it's takes all of my fantasy to create maps where we will play. Before
some construction will appear, I playing in it in my mind and dreams (yes
... when I sleep) building better halls, walls, and floors :). After main
idea completed (some weeks of sleepless nights) I have to build map in
editor and compile it to BSP-file ... This is worsest thing that can be
for creative person: you have to bound your fantasies into real possibilites
:( And finally, when level is ready you trying to promote it among playing
people (this map was created for them) and test it with them. Then I can
say: This map is RULEZ or it's bad and worse than it was planned ...
Well ... Some reviews of my maps ...
Here you can read about, see and download
some of my maps for QUAKE:
- "Place
for DEATH"
- "Deadly
Castlebox"
- "Base.4-2"
- "Da
Barrello"
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Double jump ...
Very powerful and useful action, that
helps you to make incredible things with very high jumps ...
You can get to some places much more faster,
and you can get to places where you cannot get at all in normal player
thinking ...
Everything is very simple: put grenade
under your foots and make rocket jump exactly when grenade explodes...
And after that you'll fly high and even more higher ... But to make real
double jump you need to feel the game ...
To believe this words and see it real, I recommend to watch this demos and screenshots I made for better understanding of this action ...
Try it, learn it, train yourself and use
it everywhere as much as possible ...