Gloom

Gloom

Re: Gloom Posted by Hornpipe2 on Mon Nov 17th 2003 at 6:34am
Hornpipe2
636 posts
Posted 2003-11-17 6:34am
636 posts 123 snarkmarks Registered: Sep 7th 2003 Occupation: Programmer Location: Conway, AR, USA
This isn't a HL question but I'll post it here anyway - since it is "Making maps using Worldcraft/Hammer".

I thought I'd mess around with some mapping with Worldcraft 1.6 for Gloom. First, what should I keep r_speeds under for Quake 2, and second, who has the Gloom FGD file? It's nowhere to be found on the Net...
Re: Gloom Posted by Rumple on Mon Nov 17th 2003 at 7:10am
Rumple
518 posts
Posted 2003-11-17 7:10am
Rumple
member
518 posts 72 snarkmarks Registered: Aug 22nd 2001 Occupation: Web Dev Location: NSW, Australia
Re: Gloom Posted by Kapten Ljusdal on Mon Nov 17th 2003 at 1:03pm
Kapten Ljusdal
312 posts
Posted 2003-11-17 1:03pm
312 posts 31 snarkmarks Registered: May 3rd 2003
Yeah baby, thats what im talking about!!!! Gloom rocks :smile:
Re: Gloom Posted by Rumple on Mon Nov 17th 2003 at 2:38pm
Rumple
518 posts
Posted 2003-11-17 2:38pm
Rumple
member
518 posts 72 snarkmarks Registered: Aug 22nd 2001 Occupation: Web Dev Location: NSW, Australia
i remember when i had it on my comodore amiga twas a great game
Re: Gloom Posted by Hornpipe2 on Mon Nov 17th 2003 at 6:49pm
Hornpipe2
636 posts
Posted 2003-11-17 6:49pm
636 posts 123 snarkmarks Registered: Sep 7th 2003 Occupation: Programmer Location: Conway, AR, USA
Thanks a lot, I hope to make maps that don't suck...
Re: Gloom Posted by OtZman on Mon Nov 17th 2003 at 9:33pm
OtZman
1890 posts
Posted 2003-11-17 9:33pm
OtZman
member
1890 posts 218 snarkmarks Registered: Jul 12th 2003 Occupation: Student Location: Sweden
hmmm... where can I download this Gloom mod thing? It sounds kinda interesting...
Re: Gloom Posted by Hornpipe2 on Mon Nov 17th 2003 at 11:30pm
Hornpipe2
636 posts
Posted 2003-11-17 11:30pm
636 posts 123 snarkmarks Registered: Sep 7th 2003 Occupation: Programmer Location: Conway, AR, USA
Back to my other question, however: What's a good limit on r_speeds for the Quake2 engine?
Re: Gloom Posted by Rumple on Tue Nov 18th 2003 at 12:33am
Rumple
518 posts
Posted 2003-11-18 12:33am
Rumple
member
518 posts 72 snarkmarks Registered: Aug 22nd 2001 Occupation: Web Dev Location: NSW, Australia
OtZman said:
hmmm... where can I download this Gloom mod thing? It sounds kinda interesting...
http://www.planetgloom.com
Re: Gloom Posted by Rumple on Tue Nov 18th 2003 at 12:34am
Rumple
518 posts
Posted 2003-11-18 12:34am
Rumple
member
518 posts 72 snarkmarks Registered: Aug 22nd 2001 Occupation: Web Dev Location: NSW, Australia
Bloody Volvo driver err.... i mean double post
Re: Gloom Posted by OtZman on Wed Nov 19th 2003 at 1:07pm
OtZman
1890 posts
Posted 2003-11-19 1:07pm
OtZman
member
1890 posts 218 snarkmarks Registered: Jul 12th 2003 Occupation: Student Location: Sweden
...sounds a little like NS to me...
Re: Gloom Posted by Kapten Ljusdal on Wed Nov 19th 2003 at 2:58pm
Kapten Ljusdal
312 posts
Posted 2003-11-19 2:58pm
312 posts 31 snarkmarks Registered: May 3rd 2003
OtZman said:
...sounds a little like NS to me...
Just for the record, Gloom is alot older than NS :razz:
Re: Gloom Posted by Orpheus on Wed Nov 19th 2003 at 3:20pm
Orpheus
13860 posts
Posted 2003-11-19 3:20pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
Hornpipe2 said:
Back to my other question, however: What's a good limit on r_speeds for the Quake2 engine?
i would imagine its comparable to HL, Q2 is a bit more powerful, but i would imagine it has its limits as well, since its rare to see any Q2 map with as much detail per inch as we try to cram into HL.

i would ask Dietz, he is known among the quakers.

even if he doesn't know, which i doubt, he could turn you onto someone who may.