The Portal
#10189 posted by ijed on 2013/12/24 15:22:14
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.
I Agree With Shambler...
I see no need for abuse of themes. I'm sure there are plenty of variations on a theme not yet realised that would look nice (I made an experiment with wood and metal with yellow and purple lights that looked quite cool) but it needs to make some kind of sense. The grunts in e1m2 were there because it was a transition of themes.
Meh
#10201 posted by ijed on 2013/12/25 23:01:41
Remember the tech enemies from Operation Urth Magik? Or the ogre, carrying his chainsaw and grenade launcher, but dressed in a medieval one-si. Even the player is futuristic, but still hacking through all these medieval, elder and metal settings.
As long as you've got a well realized theme and you stick to it then you're good.
The Game Is The Bottom Line
#10202 posted by Spiney on 2013/12/26 03:41:31
You're missing out on a lot of gameplay possibilities by sticking to a single theme.
As for visuals the lo-fi and 8bit palette nature of the game ties together everything, the existing themes are pretty 'abusive' internally anyway. No need to go Madfox to make a point...
Anyway
#10203 posted by Spiney on 2013/12/26 03:47:19
This is pretty much personal preference, hard to make strong arguments for either way.
Mixed Themes
I posted this on my tumblr, it's a doom map with a mash of almost all the quake textures in a single level (base, metal, wizard, they're all there) and also a bunch of doom textures too. It doesn't look too bad actually but it's still seems a bit funky to me -
http://www.youtube.com/watch?v=NISa53WBq3c
Quake Textures In Doom
Are like HD textures in Quake.
I Like Them
I think doom does well with quakes brown loveliness.... It doesnt work as well the other way round though, Doom textures are a bit too colourful for quake IMO.
Doom Mod
#10207 posted by Spiney on 2013/12/26 15:29:18
That actually looks pretty nice imo.
Didn't Nehahra use Doom textures in certain parts? Worked okay for the most part iirc. But prolly need to brownify them a bit I guess.
What's the resolution difference? I think Quake textures are twice the res? Id always upped the texture resolution really gradually. It probably stayed around Q3 level for the past 10 years tho :P
Textures
#10208 posted by Rick on 2013/12/26 16:48:19
Doom and Quake were both basically done with 64x64 textures. Doom textures were often made from "patches" which were pieced together to form the final texture.
Quake 2 had a lot of 64x64, but was mostly 128x128.
With Quake 3 Arena they changed to larger textures (most were 256x256) that were down-sampled in the game to half the original size.
Re: Mixed Themes
#10209 posted by Tronyn on 2013/12/26 17:47:05
Just mix Egyptian into everything, it works
Mr. Tronyn
#10210 posted by spy on 2013/12/26 18:29:48
do you still have the src files of the Rapture pak?
As you remember one map has been split into two parts
it's time to join the map for its original state
pretty please
Alas, Mr Spy
#10211 posted by Tronyn on 2013/12/26 22:56:13
I don't have the sources for anything before Masque. What's even more annoying is that years ago, like before Masque, I started a joined Rain Palisade version (I assume you mean that map), with a much bigger initial outdoor area and another vertical level.
Well That's Disappointing, Ankh
Re: Mixed Themes Again
#10213 posted by Tronyn on 2013/12/27 17:03:46
Was there anyone who seriously disliked this map?
https://www.quaddicted.com/reviews/qx11_z1.html
It was awesome in exactly the way Barnak described.
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