- 6
- 467 947
NuclearBalls1
United States
เข้าร่วมเมื่อ 22 ส.ค. 2009
A GRENADE, DYNAMITE, or WHAT? Large explosion from the house next door.
I've stated only the facts. You decide.
มุมมอง: 152
วีดีโอ
Quake 1 map - SCARE WAY TO HEAVEN - custom puzzle map
มุมมอง 296ปีที่แล้ว
I'd like to thank each of the many, texture creators. This map is a whole lot better than it would have been, if I had to use just Quake 1 original textures. The many people that have contributed their time and efforts, are impossible to list, individually, as some of the textures are 20 years old. Floors 3 and 4 are almost exclusively, Makkon's, (Ben Hale,) who is a true texture maniac.
Quake 1 map - Mt. Tuba Pinto - mission IMPLAUSIBLE - the volcano that changed you forever!
มุมมอง 4172 ปีที่แล้ว
Quake 1 map - Mt. Tuba Pinto - mission IMPLAUSIBLE - the volcano that changed you forever!
Quake 1 map - Hote Island penal colony - single player - Quake 1 tactical training video & download
มุมมอง 1972 ปีที่แล้ว
Download for the Hote Island penal colony Quake 1 maps here: drive.google.com/file/d/1Kn9onCLtRmjPGj81IKdQOJ552ztM2m-V/view?usp=sharing From the creator of the Bermuda Octagon DM map, comes a single player map to sharpen your weapon skills for Quake 1. Unlike most Quake 1 maps, in this case, you need to avoid killing the enemy. The idea is to capture the enemy, and do it while NOT shooting them...
Quake 1 - The Bermuda Octagon - custom deathmatch map download MUST WATCH! bot compatible
มุมมอง 2.6K4 ปีที่แล้ว
The latest Bermuda Octagon revision / update - 9/22/2022 - here: drive.google.com/file/d/1qejL1UZoj5ksIdjeE9_mD6-TyHQfa_UH/view?usp=sharing The youtube video - DVD ISO image drive.google.com/file/d/16A2ncqd4-QPRa2GcMiH9g-djPXv-f3Og/view?usp=sharing
WII Resort bowling 300 nuclear ball!
มุมมอง 464K15 ปีที่แล้ว
Wii Resort bowling 300. I found a trick in how to hold the Wii remote while bowling which gives the ball a unique roll. If you watch the video, you'll notice that the semi roller ball axis tilts to the right, instead of the left, which would be typical for a right hander. The end result is a very hard hitting ball. Notice the two pin "launch" in strikes 2 4 AND 6.
THIS IS AWESOME
A question has come up, which I expected at some point. It's simply, "Why put an elevator in the 2 story cabin?" The simple answer is, "I had no choice." For those who have seen my other Quake 1 maps, you'll notice that they are always BIG. I don't believe in wasting time creating small maps. So I always push things to the limit. Because of this "push," my maps will not run on anything close to the original Quake, or GLQuake engine. They require a modern engine such as Quakespasm, and thanks to very kind engine developers, large maps are now feasible. The cabin was the last thing that I worked on, when creating the map. Fortunately, this point, toward the end of the map creation, was when I started getting errors, the kind where the compiler or engine is saying, "You've gone passed one of my limits, and I refuse to function correctly." I had originally wanted stairs in the cabin, and I tried a number of layouts. I kept getting the dreaded "viz_plane" error, (a term from my days of Doom 2 programming.) So the only way it would work, was to hide the lower cabin floor, or surface(s), from the upper floor, completely. The elevator is the only way this could be done, easily. Make sense?
Nicely done Uncle!
Well done , I liked the volcano
Nicely done! This is the first time I've heard an A.I. narrator simulating what happens after you chase a handful of Norcos down with 750 ml of vodka 😛
I just made the 3rd revision of the map. This new map download, is a whole lot more stable than the previous ones. The major difference is that you can no longer get accidentally blown off the map, from an explosion. Although this is good in principle, I realize that one of the "cool" attributes of the map, is now gone. So if you wish to keep a previous map, and use that one instead, just because of this one feature, the choice is yours. Thanks!
For those who have played this map, you may have noticed an anomaly. You are supposed to slowly lose health if you are knocked off the hover craft, and are walking around on the poisonous vine. Sometimes you do lose health, and sometimes you don't. In creating large maps in Quake 1, strange things can happen. Square footage wise, these maps are among the largest ever made. I do believe the size is responsible for this maybe, maybe not health loss issue. In many ways, the player is already on the "honor system," when making a run anyway. The most difficult, by far, is the fast speed against the bots. If anyone records, a successful single run at the fastest speed, getting all 14 guard stations, I would like to hear about it. At some point, I will address this oddball health on the ground phenomenon, but I'm in no hurry. For what it's worth, I was aware, and did attempt a repair, before this video release, with no success. Thanks.
I haven't played Quake in a long time, but very cool map.
After months of testing, I have 2 new map problems that are now fixed, in the latest revision download. The first has to do with an Omicron getting stuck in the mini-saucer loading area. Because they don't know to shoot the floor to escape, they usually just jump up and down, until a human comes along and frags them. Since they rarely get to the loading areas, I wasn't too concerned. This new phenomenon has to do with them jumping up and down, while swinging the ax. Because the door shield behind them is activated by a trigger directly above their jumping, and the ax swinging adds just a tiny bit of height, the door shield never goes back up. This makes it so you can't easily frag them, because the continuous jumping keeps activating the door shield trigger, keeping the shield down indefinitely. So the first fix corrects the shield door never going back up, when a bot gets stuck phenomenon. The second problem, thanks to one of the beta testers, is one that I should have recognized and caught while building. In the sky teleporters, you can teleport, even when the door is closed, which is a big problem. One rule for basic teleporters in Quake, is that they must be parallel to 2 of the 3 axis. Either X & Z, Y & Z, or X & Y. The current sky teleporters are tilted 30*, and this tilt means they have to be constructed differently. Both problems fixed, and the 9/1/21 version self extractor is now ready for download. In doing my own experiments, plus input from end users with various operating systems, things look good in the "beta test" period. One thing to remember is that this map, pushes your aftermarket Quake 1 engine to the limit, in most categories. Although I've seen a few issues, I have never seen it "crash," for any reason. In the video, I mention the "magma tram synchronization" problem. I currently believe that this problem comes with the herculean effort in the map construction. So since this problem will most likely always exist, the workaround is simply a time factor. For those who want to run the map in a server environment, I would say you have at least 4 hours of good gaming. I would reboot every 4 hours. You could easily get more time than this, but for the record, this is my statement. BTW, thanks for the many "likes."
I like the getting blown off the map part
Good setup instructions in the download. Thanks.
Its been a while, but playing Quake brings back good memories.
Less talk, more carnage.
Best title ever.
More good news :) I set up a DirectQ server with some Omicron bots, using one of the versions I mentioned in a previous DirectQ comment, and tried connecting an FTE client. The FTE server list did show my DirectQ host name. You can connect to DirectQ using FTE, and amazingly, FTE recognizes the Omicron bots. The only thing that is weird is that FTE doesn't recognize the different skins of the bots. They all appeared solid red, instead of the many different colors they have, in this test. This is minor, considering that FTE isn't supposed to work with the Omicrons at all. As good as this is, I still recommend Quakespasm as the 1st choice over FTE, on the client side. This applies only if you are using a non FTE server. As already mentioned, an FTE server wants to have an FTE client.
Very interesting but probably too long for the average viewer.
I understand the point. This map and video are geared toward, not just those who have played Quake 1, but those with deathmatch, (multi-player) experience. So I would say that anyone who doesn't understand Quake 1 terminology in deathmatch mode, may get lost in it. For instance, someone who has played the original, or aftermarket maps, single player mode only, (monsters, puzzles, secrets etc.) may not have even heard of the term "rocket jump." The more unknown terms, the more mentally taxing the video becomes. For those with deathmatch, and bot experience, the video may not be long enough. To my knowledge, nobody has ever attempted a custom deathmatch map, and made a real effort to accommodate bots. What many have run into in the past with big maps, is too few players. Now, since I accidentally discovered an older version of DirectQ that works well with the map, the main problem with running a personal server has been solved. Since using an older version of DirectQ works, you can max out on the players, every time. There is a lengthy comment on using DirectQ below. Try a few players, and fill up the vacancies with bots. As mentioned, once the game is going, another human can join, and a bot gets booted off. (Then the new player has to disconnect, and reconnect again, for perfection.) For what it's worth, I did try to make the video "amusing." Hopefully that is appreciated :)
I will be updating / revising the Bermuda Octagon map, and the Read Me text as needed. Unless there is a major change to the map, I won't be posting any details. I fixed a couple of minor bugs in the 12/8/2020 revision. I would recommend downloading any new changes, to stay up to date. Thanks.
Good News! In the video I mention that I had tried the Quake engine DirectQ. The last version is 1.9, and I had tried 1.8.8 as well. Neither could handle my new map, but I tried some older versions yesterday. I found 2 that do work. You can find them here: www.quaddicted.com/files/engines/directq/ They are - DirectQ 1.8.666 RC1.zip & DirectQ 1.8.666 RC3.zip. What's significant here is, these may be the only Quake engines in existence that will allow you to have internet play, plus add Omicron bots in the mix. The Bermuda Octagon is too large to have fun, with any less than 8 or so players. So if you have 3 friends hooked up to your server, (plus yourself,) I'd throw in at least 4 Omicron bots as well. These older versions of DirectQ do not have the good graphics of the final 1.9 version, on my Windows 7 Pro machine. Since the ability to handle my large map, and provide internet hosting is far more important than a minor graphics issue, I'm not going to complain. It's possible on a Windows 8 or 10 machine, there is no graphics problem. I set up the server using DirectQ on one machine, and connected successfully using Quakespasm on the other. The first rule is that the Omicrons must be installed on any machine that tries to connect to the DirectQ server, in this scenario. I provided the Omicrons in my download, along with the map. The person hosting the map, has an advantage over other players with regard to speed, if they play on the DirectQ server. In my case, and you can do the same, I would let my Quake guy die and stay dead on the DirectQ server, and hook up using Quakespasm, (which has much better graphics,) on my other machine. Then the DirectQ machine becomes a "dedicated server." You do lose one entry into the game. The total number of humans + bots drops from 16 to 15. Here's what you need to know about DirectQ. You first need to find, and write down the IP address of your server PC. It's not shown in DirectQ, but is shown in virtually every other Quake engine. Then you fire up DirectQ using the run command: C:\Quake\DirectQ -game Omicron. Press Esc and go to Options, and configure your keyboard commands and video settings. Then go to Multiplayer, New Game, and first enter the correct port. I got my native port number using the program Simple Port Forwarding. Next is the protocol, and choose "f i t z." Next is ProQuake NAT fix, and I always turn it off, but it may help in some cases. The next screen, you need to set Maximum Players to 16. Then you choose the bo1 map, which should be in your id1 \ maps folder. Begin the game, and you're in business. If you have problems with DirectQ, there's a good possibility it's related to Directx, which is what DirectQ uses for graphics. The single most important Directx install may be the directx_Jun2010_redistributable pack, that I mention in the video. Downloading and installing this before doing anything, is probably the best choice. As mentioned, for clients I'd recommend Quakespasm. With the Omicrons already installed, you once again use the run command to get started: C:\Quake\Quakespasm -game Omicron Then the client would migrate his way to the Multiplayer, Join Game, and enter YOUR port number, and IP address. This should be all that's needed. I discovered that if the server is a full house, bots included, and a client tries to join, one of the bots gets booted off. In this case the client will be in the map, but will get weird error messages while playing. If the client disconnects, then reconnects again with the newly available slot, things will be normal.
An update on FTE, the Quake game engine I mentioned in the video. I tested it out, and it does work with this new map. FTE has more settings than Quakespasm, and it appears more complex, when viewing the screen. If you want to give it a try, fte.triptohell.info/downloads Download the AfterQuake Package. I didn't want to alter my current Quake folder with this new stuff, so I created an AfterQuake folder. Put the unzipped files and folders in your new folder, (AfterQuake) in my case. You will see a new id1 folder, which the original Quake also has. Copy the PAK0.PAK, and PAK1.PAK files from your original Quake \ id1 folder, into this new id1 folder. Also, in the AfterQuake \ id1 folder, create a new maps folder. Copy the Bermuda Octagon map, into the maps folder you just created. So it should look like: C:\AfterQuake\id1\maps\bo1.bsp You don't need to use the command line to start FTE. Just double click on the "fteqw" file, found in the C:\AfterQuake folder. When FTE fires up, it offers some updates, which I did, and I'd recommend all users to do this. After this, you would want to setup your keyboard commands, video preferences, etc, in the "Options" section of the main Quake menu. Then you can go to the "multiplayer" section, and new game. The default is "Cooperative mode." This needs to be changed to Deathmatch 1. In the type of LAN, you can choose "public" or "private." If you plan to setup, what they call a "Listen Server," then these 2 choices may both work. I'd start with "private," and if your friends can't locate your PC, then try "public." Go down to the "map" entry at the bottom, and type in bo1. Then move the pointer up to the top, and start game. I tried connecting Quakespasm to the FTE "Listen Server," and it didn't work. In the case of FTE, you need to use FTE on clients as well. So it appears that an FTE server requires an FTE client. Hope this helps.
On the downloads, they are both zipped. You must unzip them before using. You may get a message when trying to download the DVD image file. It will be that it's too large to scan for viruses. The original had no viruses, and I don't believe it has any now. No absolute guaranty, but you could scan the file yourself, with your own antivirus software, to be on the safe side.
This is work on the original Wii Sports?
Great quality dude...
This Video is 9 years old, what do you expect.
I don't know where you live but in America, we call 4 strikes in a row a HAMBONE
Audio and video are not in sync
aimbot
I only can get to turkey :/
bites the dust
!(◎_◎)
ANOTHER ONE!
And another one
pannulettu Isi
pannulettu *a n o t h e r o n e*
so what about left handed people
1:11 DJ Khaled
'
If you are pro you will get a stars bowling ball.
AllenGaming145 // Allen14562 no fucking dip
Lightdog272 #1 yeah you can get that if your pro
If you get 12 Strikes in a Row you will get a perfect score.
AllenGaming145 // Allen14562 Well done captain obvious
the eleventh srike was preety damn lucky
Poop
And you cant do better
I'm afraid you are not the first person to find this
Wow
thats the normal way pins fall... in real bowling, alot of times, the way pros enter the ball into the pocket, the 4 and 7 pins stay up... (This is for righties). The only way in pro bowling the 4 and 7 pins get knocked down is the 2 pin ricocheting of the wall and into the 4 and 7 pins
What's the trick? How are you holding the remote?
champion
you did AWESOME!
The sound lagged farther behind with every strike
it wasnt a spare at all just a perfect game and 12 bowls and strikes!
that is no trick.. just bowling... wii resort bowling is so easy, do you ever played bowling in real life? me 3 years so the wii bowling is very easy.
just impressed man
wtf i did this is real bowling twice
Good^^i fon
audio lag but really good