 Yes
#10073 posted by ijed on 2013/12/08 20:08:12
That'll allow for a crisp shadow, but another way might be to have the pentagram purposely distorted; going up the walls and so on. Although I suspect that wouldn't work in that particular room.
I'm thinking of that one room in id1 where for no reason there's a Q shadow on the floor. And of an unreleased custom map that did some similar shadow painting tricks.
 Ringofquad
#10074 posted by ijed on 2013/12/08 20:11:01
It's kind of hard to see what's in the shots. Screenshots from the game are always dark, usually they need brightening in Photoshop or whatever to leave the contents more visible.
New quoth map in the works? Is it single player?
 @Ijed
#10075 posted by Breezeep_ on 2013/12/08 20:40:02
Yeah, its a quoth sp in the making. I apologize for the dark screenshots though.
 Don't Worry About It
#10076 posted by ijed on 2013/12/08 22:02:12
And good luck!
 Ringofquaddamage
#10077 posted by nitin on 2013/12/08 22:48:44
looks moody, but the walls need more detailing or breaking up.
Btw, I could see the shots fine, not too dark at my end.
#10078 posted by quaketree on 2013/12/08 22:56:58
"I'm thinking of that one room in id1 where for no reason there's a Q shadow on the floor."
Actually that shadow is the clue for a secret on the back side of the teleporter that it's in front of that leads to the roof, a quad damage and a fiend. (E1M4 I think, maybe E1M5). That one was done using a func_illusionary )or maybe a func_wall) disguised as a sky texture and a solid "Q" shape with a normal texture on it above that (inside a box made up of a sky texture). That was about 2 player heights or so over the floor
What I was describing was for very tall spaces like the one in the screenshot where there is no way to do that and still have a crisp shadow.
#10079 posted by Rick on 2013/12/08 23:49:31
I messed around with this room for a couple of hours today. Never really got it looking much better but did manage to increase the marksurfaces by over 600, so I just gave up for now. I did find out that I can't really change the floor much because there's stuff under it that would be too much trouble to modify.
Here's a shot with the pentagram light "on".
Screenshot
 Pentagram Shadow
is hawt. :D
 Looks Great
Can't wait to play.
 WTF Did I Just Find
 Otp
I have seen those before. My guess may be necros for those since he likes to use doom textures.
 OTP
#10084 posted by mfx on 2013/12/09 00:38:05
I think those shots are fom tronyn.
 Pentashadow
#10085 posted by ijed on 2013/12/09 01:14:37
Awesome!
Gonna have to rip off the idea now. But that involves me making a nine point symbol because of... never mind.
Quaketree; yeah I remember. The red castle level with the various types of trap in it. And that's one of my favourite secrets as well. Really sets the tone for good secret hunting "something's not right here..." But it's not just a wonky texture or something.
 Heh
#10086 posted by Tronyn on 2013/12/09 01:28:12
yeah those are my shots, I did post them somewhere in this thread... that map is still coming but alas progress is slow.
 @nitin
#10087 posted by Breezeep_ on 2013/12/09 02:24:08
That's why it's a wip, what did you expect? :P
 New Project...
Working on a new thing, calling it "Quake As Id Did"... yep, I stole the idea. So it's QUAID for short. Not sure if I will keep the name tbh. This is about 30% on the first map. The idea is to make something simple, fun and faithful to the original game style.
http://www.quaketastic.com/files/screen_shots/quaid1.jpg
http://www.quaketastic.com/files/screen_shots/quaid2.jpg
http://www.quaketastic.com/files/screen_shots/quaid3.jpg
I could make something more detailed and crazy but I am working a lot and don't have the energy to pour in detail like I did with Deck. This is like a de-stress project. Mapping therapy. I think this would make a good community project but it's just me on it right now :)
#10089 posted by Spirit on 2013/12/12 22:58:43
Those look fantastic! Make me really really excited.
(Please add at least some misaligned or badly cut off textures, if only to annoy negke!)
 Hahahaha...
I honestly thought to myself "you know, if this is going to be exactly like id did then maybe I should screw up the alignment".
I can't bring myself to do it. I have OCD.
 Nice
#10091 posted by DaZ on 2013/12/12 23:01:58
but if it's as id did it, you need to unalign 50% of your textures ;)
The base maps have terrible alignment issues, the other maps are nowhere near as bad. No idea why that is.
#10093 posted by Joel B on 2013/12/12 23:16:08
It must be that Romero was going to go back and put in secret doors for every misaligned texture, but he ran out of time. Yup.
Also... QUAAAAAAID: http://3.bp.blogspot.com/-ESYPfqNZfpo/UCppEbTJQfI/AAAAAAAAiZE/beUp2hkMWwc/s640/TOTAL-RECALL-KUATO.jpg
 The Thing That I Noticed...
#10094 posted by quaketree on 2013/12/13 02:25:41
in DTWID was that in general the weapons, items, secrets and enemy types and counts were pretty much the same in the relative sense of the original id maps that they are supposed to replace. Done entirely differently of course but there were a lot of similar ideas used in different ways. The same goes for D2TWID. I got the feeling that they were going for the same basic game balance but with entirely different layouts.
Just something to keep in mind as you progress. Good luck.
 Yep
There will be a progressional feel through maps in the same way here. Most SP maps now are singular experiences with every enemy and weapon appearing. Mine will try and retain that classic feel.
 @Fifth
#10096 posted by quakis on 2013/12/13 13:19:02
Minor nitpick regarding the title, rather than calling it "Quake As Id Did", might be neat to be consistent with the Doom releases and call it "Quake The Way Id Did". Makes these projects feel more like a set with a common goal then.
Nice start so far though, have any plans to tackle other themes?
 Telefragged
#10097 posted by ijed on 2013/12/13 15:29:21
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