Isn't This An Id1 Project?
#84 posted by PRITCHARD on 2016/12/28 04:19:10
#85 posted by lpowell on 2016/12/28 04:21:02
It is, but I thought I'd mention AD and Quoth on the topic of custom sounds... for future projects, of course.
Brown
#86 posted by topher on 2016/12/29 20:46:45
i have teleporting monsters now, func_doors and two secrets. i have yet to try patrols.
my first rooms look too brown..
maybe i will break the brown in the upper levels of the map
altough several id1 maps are very brown...
i'll see. maybe some e1m5 style? terracota? or maybe those city textures, make it look a bit like retrojam1. i will definitily use mosaic windows.
tomorrow and the day after i will have most of the day to slack off, rest, play some ad, and to map several hours.
#87 posted by Mugwump on 2016/12/29 21:11:36
Mosaic windows (I guess you mean stained glass) aren't very egyptian... That said, the beauty of themed jams resides partly in how the mappers tweak the theme, as shown by the recent retro jam 5. NewHouse's planned mix of ancient and tech sounds cool. All of you guys have gotten me pumped for this jam and I can't wait to dive in it.
Oops!
#88 posted by Mugwump on 2016/12/29 21:13:49
Sorry, I thought I was in the MJ6 thread, nevermind...
#89 posted by anonymous user on 2016/12/29 23:33:57
yeah, i was refering to stained glass, now i know the name
in the few hours after i commented i burned my middle finger. second-degree burn, fuck, i'll get blisters, i can't press the fuckin 'W' key while playing
damn...
Ouch, That Sucks!
#90 posted by Mugwump on 2016/12/29 23:44:28
Hmm
#91 posted by lpowell on 2016/12/30 23:51:03
I always assumed that the fiend jump height multiplier was intentional.
@Mugwump
#92 posted by Newhouse on 2017/01/01 08:47:35
You meant retrojam 6? There has been so many jams last year (2016) that it might be a bit confusing to remember numbers*
Anyway, now that jam is over I can start working on start map's basic layout.
Great! I've been looking at a few iD levels and their layout seems to be almost doom-like. many rooms all spread out, not often vertical or stacked. The Outdoors area of E1M1 with the bridge is positively doom - the way the mountains are perfectly vertical...
#94 posted by Newhouse on 2017/01/01 09:06:45
Well after all these guys created Doom, so there is a lot of similarities. ;)
#95 posted by dwere on 2017/01/01 12:32:57
I thought that one of their design principles when making Quake levels was "If it can be made in Doom, then you're doing it wrong".
You Must Have Been Watching Devs Play?
#96 posted by Newhouse on 2017/01/01 13:13:47
I think Romero didn't mean it literally*
Quake feels like they started in the doom style, then learned how to map 3D as they went, becoming more vertical and with more intricate detail in outdoor areas. Their editors may have been a limitation too, complex geometry in outdoor areas may not have been as simple as it is in trenchbroom
@NewHouse No, I Meant 5.
#98 posted by Mugwump on 2017/01/02 01:54:01
The wind tunnel jam. But my post was globally about retro jam 6, so I guess it can be confusing... ;)
The Outdoors area of E1M1 with the bridge is positively doom
Most definitely. The demon faces and impaled corpses are straight from Doom. I remember being actually surprised that the game itself didn't feel more like Doom. Pleasantly surprised, because as much as I love Doom, it's... well, it's Quake! :D
may not have been as simple as it is in trenchbroom
Which is precisely why I haven't been mapping until just a few months ago. The tools were simply not intuitive enough for me. Trenchbroom is a gift.
Testing Nightmare Entrance
#99 posted by Newhouse on 2017/01/02 14:26:50
wow looks AWESOME
very nightmarish
#101 posted by Newhouse on 2017/01/02 18:22:58
I might try out adding more brightness there, but I really do like how it feels already atm.
#102 posted by DOOMer on 2017/01/02 18:29:05
NewHouse, its look is nice. Butmaybe make lava some brightness (by adding some small lights above it)?
Misc_fireball
#103 posted by DOOMer on 2017/01/02 18:32:46
And dss some "misc_fireball" entitees like in the start map.
Like This?
#104 posted by Newhouse on 2017/01/02 19:57:30
#105 posted by DOOMer on 2017/01/02 21:18:50
Yes)
#104
#106 posted by xaGe on 2017/01/02 21:49:07
That lighting makes a big difference. Much better.
Looks Great, NewHouse!
#107 posted by Mugwump on 2017/01/02 22:42:17
Very hellish.
#108 posted by topher on 2017/01/02 23:55:24
yeah. very nice lighting
that's colored lighting right?
i'm still going slow, but here are some screens:
http://imgur.com/a/UFuTI
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