#11073 posted by [Kona] on 2014/05/24 00:53:22
I really liked Singularity, it's an underrated game. I didn't realise it had such a scrappy development. Ironically I think it's a better game than Wolverine Origins in pretty much every single area.
Funny that it had such big issues running in ps3/xbox - the levels are all pretty small and linear for 2010.
Damn (re Singularity Development)
#11074 posted by Tronyn on 2014/05/24 01:11:36
I know there's Hellraid, but I always hoped Raven would be able to return to their roots. I guess I hoped for the same thing with Human Head. Hell even with id, since they've done nothing in 10 years that reminds me of their old stuff. I especially suck at letting things go, but from Heretic 1/2 to Call of Duty franchise work just depresses me. We all know the masser the market, the dumber, but I'm sure all of us have seen the same commercial influence corrupt things - the parallels with music aren't too hard to see.
Community Game Development
#11075 posted by killpixel on 2014/05/24 01:50:54
Saw this on reddit, pertinent to a previous discussion...
http://imgur.com/LI3UBoN
Lun
#11076 posted by Drew on 2014/05/24 04:54:34
Fuck yes. Love the moldy mildew monolith deal you're showcasing there. I'd say I can't wait to play it, but I guess the last couple years prove otherwise. That shot has me more excited than Sock's though, which is saying something!
That Shot Form Lun
#11077 posted by nitin on 2014/05/24 05:14:34
reminds me of the atmosphere from another game, cant quite remember what though! But love it.
Lovely Skybox (where Can I Get It?) :)
#11078 posted by Trinca on 2014/05/24 11:13:06
#11079 posted by [Kona] on 2014/05/24 12:17:34
yeah looks great lun (once I put it into photoshop to turn the brightness up hehe)
#11080 posted by JneeraZ on 2014/05/24 13:07:25
#11081 posted by [Kona] on 2014/05/24 14:44:54
hehe exactly willem
#11082 posted by Lunaran on 2014/05/24 18:20:32
man up you pussies! lunsp2 is for hardcore players who cover their windows with black tape!
Lunsp2
#11083 posted by necros on 2014/05/24 18:35:46
i love the massive height of that hall. something that might be a cool theme would be a map where every room and hallway must been taller than it is wide except where absolutely necessary.
#11059
#11084 posted by Shambler on 2014/05/24 19:36:26
For the common sense - see, you ARE capable of it.
But, it's not just about the difficulty or the imbalance, it's about the annoyance - Bobs are one of the easier Quoth enemies, but fighting them is annoying due to their size, dodge mechanics, and distracting attack.
Necros
#11085 posted by Lunaran on 2014/05/24 20:59:44
For one of the maps, I've set the goal that the player starts near the very top of the valid grid, and the exit must be near the very bottom. All (or nearly all) the 768^2 maps had the player start at the bottom and ascend, which is a very natural progression to the point of being the default. I wanted to see what the hurdles were in designing a map where the player is always descending, deeper and deeper, without just stacking locked chambers.
http://lunaran.com/pics/lunsp2/m2editor_side.png
Discouraging shortcuts is tricky in a game without falling damage, as is creating combat scenarios where monsters below you are still threatening.
When I build it out for real it'll be fun to transition the visuals to an extreme degree as you descend, so it feels like you're disappearing into the bowels of the earth.
#11086 posted by necros on 2014/05/24 22:59:00
yes, i've tried going from top to bottom as well and those problems are why i never followed through with a complete map.
finding ways to stop the player just jumping down without flat out putting walls everywhere is a huge challenge. I am curious to see you complete this map just so I can see what you end up using. :)
Endless Wind Brushes.
#11087 posted by Shambler on 2014/05/24 23:26:15
HTH
Whoa
#11088 posted by Breezeep_ on 2014/05/25 00:37:24
Lunaran, what editor are you using?
That's Radiant
#11089 posted by - on 2014/05/25 01:08:00
Sikkpin's Qe3
#11090 posted by Lunaran on 2014/05/25 01:08:05
an unreleased version with bugfixes someone here sent me. it was either necros or negke. anyone know where sikkpin's gone?
I like QE3 because it still scrapes a folder full of *.qc files for /*QUAKED*/ comments, so I can document entities as I create/change them in the code, and not have to faff around with maintaining a separate file. Also because it's basically Radiant. :)
necros, having lots of death pits helps. I made a chart of the maximum distance a player can leap horizontally given 'x' height difference, so I can make areas visible down below the player that are just far enough away that a flying leap still sends him into the void. you can also use a ceiling a bit wider than the floor, so if you try to drop down you'll slide straight down the side of the ceiling brush and past the ledge. it's still possible sometimes to nail a gentle keyhole trajectory between the two if you do that, but it's hard enough that it probably falls under "speedrun tricks" which is okay.
#11091 posted by necros on 2014/05/25 02:55:47
I like QE3 because it still scrapes a folder full of *.qc files for /*QUAKED*/ comments, so I can document entities as I create/change them in the code, and not have to faff around with maintaining a separate file. Also because it's basically Radiant. :)
i now feel like a complete buffoon. i had no idea it could do that and would always copy/paste the comment block into a separate file. god damnit that is a massive time saver.
how do you set it up to do that? set your base path to your mode folder?
Yeah
#11092 posted by Lunaran on 2014/05/25 05:32:31
f5 to edit project, and change "Entity File(s)" to "c:/games/quake/sickmod/src/*.qc" or whatever.
seems like id used .qc files like a functionality garbage dump. qe3, qcc, and modelgen each parse .qc files and digest separate but overlapping parts of them.
#11093 posted by necros on 2014/05/25 06:41:18
my god... how did i not know about this feature??
SleepwalkR
#11094 posted by ijed on 2014/05/25 14:50:27
That could be cool to have in TB...
#11095 posted by sock on 2014/05/25 17:54:50
@Lunaran, lovely mouldy look, I thought you had finished that map? Is that green or black fog at the top? Are you reworking the textures?
More Metal Pixel Pimpage - Runic Prison
Nice Stuff
#11096 posted by ijed on 2014/05/25 23:24:30
Are those from the wad I uploaded a while back?
Metal is great. You are obligated to keep it clean and 'bland' for want of a better word...
Gah this is a fun hobby.
#11097 posted by necros on 2014/05/26 00:53:12
one thing that would be nice for metal would be an ikbase style set with some angled textures for a bit more variety.
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