
Also...
#10175 posted by
Breezeep_ on 2013/12/23 18:30:09
how do you take screenshots like that?
Press "+" ingame until the HUD is gone, and then use r_drawviewmodel 0.

Screenshots
#10177 posted by
DaZ on 2013/12/23 18:50:39
Heres my binds for screenshots, you can copy it into your config.
bind "o" "r_drawviewmodel 1;sizedown;sizedown;crosshair 2;echo Screenshot mode off"
bind "p" "r_drawviewmodel 0;sizeup;sizeup;crosshair 0;echo Screenshot mode on"

No.
#10181 posted by
Shambler on 2013/12/23 20:03:23
Quoth base enemies in medieval world? No. Unless it's a transition start like E1M2.
Looks good otherwise.
#10182 posted by
[Kona] on 2013/12/23 21:55:12
yesh the big white fluffy monster is right, no base. use tronyns little arrow shooting dudes if you want grunts, they're effectively replacements for the grunt/enforcer.

Well...
#10183 posted by
Breezeep_ on 2013/12/23 22:48:38
actually e1m2quoth had a mix of base and medieval monsters, so I will have to play around with monster types until you guys like it.

RingofQuaddamage
#10184 posted by
ericw on 2013/12/23 22:59:46
Looking really nice, nice terrain sculpting. Which editor are you using?
Like in e1m2, a few base details (crates and a slipgate) will make the base monsters look at home.

Re Waterfall Pool
#10186 posted by
Drew on 2013/12/24 04:44:55
Bothers me that the waterfall is continually filling the small pool without it overflowing.
Besides that, looks really cool!

Yes
#10187 posted by
Spiney on 2013/12/24 07:56:15
Please keep the base enemies in the medieval setting. It's freaking quake, things don't have to make sense. I don't understand the aversion to mixing themes in a game that's such a thematic mess anyway (and all the better for it!).
And yeah... put a hole in the pool :)

SG-1 ROLL OUT
#10190 posted by
DaZ on 2013/12/24 15:32:24
But the teleporter textured brush looks a bit weird.
Like the rest of it though, seems a bit cramped maybe?

Mixing Themes
#10191 posted by
Barnak on 2013/12/24 15:33:14
I think that mixing thems in the same map is a good thing, in Quake. Here are my thoughts on this :
Quake is about parallel worlds turned mad (doomed dimensions), in an infinite Multiverse. So why not a kind of interference between them ? A dimension that turned so mad, that several other dimensions are "overlapping".
So imagine a map in which you have a main theme, and where elements of other themes are appearing here and there at start, then turned to be fulling mixed at the end of the map.
All along its path into the map, the player would say "WTF !?", "What the Hell happened here ?", "The Universe itself is doomed !"...
This would be like a kind of "dimensional nightmare".

Teleport Brush
#10192 posted by
ijed on 2013/12/24 16:39:02
Not sure about it yet, might try scaling it.
Ideally it should deform and distort while maintaining the classic starfield tex.
Will have to see what I can do.
Cramped? Yeah, unfortunately it seems thats my new style.

Bricks And Stones And Broken Bones
#10193 posted by
Spiney on 2013/12/24 17:02:49
Repeating some of that red color inside the teleporter around the scene might give it a nice overall color palette. Just a thought.

( Textures, Not Lighting )
#10194 posted by
Spiney on 2013/12/24 17:03:44
#10195 posted by
Rick on 2013/12/24 17:13:48
You can minimize the distortion cause by the warping if you float the teleport textured brush behind the teleporter frame. Make it a rectangle just smaller than the teleporter frame and very thin. If the player can get back to the rear of the teleporter it won't look so good though.

Spiney
#10196 posted by
ijed on 2013/12/24 17:23:55
Yeah, I might make it blue instead to match the other colours.
Lighting and palette is pretty random at the moment.

Blue Teleporttexture Was The Original Design..
#10197 posted by
mfx on 2013/12/24 17:30:04

Yeah
#10198 posted by
ijed on 2013/12/24 17:56:28
Ended up experimenting :)

Ijed.
#10199 posted by
Shambler on 2013/12/25 21:21:43
Nice detailing.
As for mixing themes, it is possible but it must have some sort of internal logic and harmony to it, Quake might be an abstract and fantastical game but that doesn't mean it should be mis-matched bullshit.