Love The New Expansions If Stock Textures
#11365 posted by
Drew on 2014/07/20 03:18:29
Someone really should make a new id megawad with all the stock and all the new id1 variants made by sock, than etc
#11366 posted by
Lunaran on 2014/07/20 03:20:23
Release that before jam3 so it can be the theme
SECONDED
#11367 posted by Tronyn on 2014/07/20 03:20:59
totally
That Was Re: The Megawad
#11368 posted by Tronyn on 2014/07/20 03:21:31
but yeah, it applies to both
@Rick
#11370 posted by
sock on 2014/07/20 13:38:25
I know, I was just making a bit of a joke.
Your behaviour is not a joke, this is you being an online bully because you feel my comments are a reflection on your own work. As I have stated this is my views and work ethics and it does not mean you have to be a jerk about it.
Getting everyone to agree to your view point by showing screenshots of a map you have been pushing brushes around on for a year with no before or after comparison of steps heights does not prove your point, it just makes you look petty and vindictive.
*Stair Wars Theme Playing*
#11371 posted by
mfx on 2014/07/20 14:30:45
Heh
#11372 posted by Tronyn on 2014/07/20 14:51:20
now as someone who has an unfortunate tendency to be petty and vindictive, but who also uses 16 unit stairs...
...at least don't threaten to not finish the new well of wishes, if it's already playable!
Step Size
#11373 posted by Mike Woodham on 2014/07/20 16:15:17
I find the 'discussion' on step/stair size quite interesting as I couldn't remember what I used to do.
So I just reinstalled BSP, loaded an old map and had a look. Wow! I can see I was firmly on the side of sitting-on-the-fence (or perhaps that should be handrail)
For narrow staircases I mostly used 16 unit step size. For wider staircases e.g. the stairs up to the Imp's Castle in FMB-BDG2, I often used a 16 unit rise with an 8 unit step at the front, giving a sloping tread.
I do remember that I tried to introduce a degree of asymmetry into my maps, so maybe that also had something to do with it.
(that's if anyone gives a toss)
To Be Fair
#11375 posted by
Drew on 2014/07/20 18:06:42
Rick did kind of go apeshit in response to socks comments which, while ovely prescriptive, were certainly not aimed at him.
Lol @ Stair Wars.
I get that step do look a bit bulky at 16 units but it shouldn't be something to start a flame war over.
16 UNIT STAIRS
#11377 posted by
RickyT33 on 2014/07/20 20:22:08
THATS THE NAME OF A HORSE I USED TO OWN 'MAM
I Propose
#11379 posted by
Drew on 2014/07/20 21:15:07
That us 16 unit purists start a new messageboard which more adequately reflects our values.
Can You All Fucking Stop Now
16 Units World
#11383 posted by anonymous user on 2014/07/20 23:13:45
for the next mapjam or speedmap.
All the brushes should have at least one dimension (heigth, width, depth) of 16 units.
Splinter Group
#11384 posted by
than on 2014/07/23 20:39:29
sixteen unit stairs with textured fronts that subtly convey the feel of 8 unit stairs without the extra polys/work to build them.
Anyone with me? No..?
:(
#11385 posted by
metlslime on 2014/07/23 21:16:18
how about making a ramp with a stair texture on it? With a parallax shader it might work.
#11386 posted by
- on 2014/07/23 21:26:58
Ramp loses the detail of the player view shifting up each step... guess you could hack in a camera animation that fakes stepping.
On that note, I actually noticed while testing my Jam2 map that Quake does a funky thing where it shifts your camera up/down a staircase when you are on them if you are in a default view (don't mouselook at all). I hadn't realized it did that but that seems really smart when you consider that most players were expected to play Quake with keyboard only.
I Think It Does That On Ramps As Well.
#11387 posted by
skacky on 2014/07/23 21:56:30
Time To Get Back On Topic
#11388 posted by
Lunaran on 2014/07/23 23:17:00
Or Make A Shader That Just Procedurally Builds The Map
#11389 posted by
RickyT33 on 2014/07/24 01:24:41
Then just make a box room, and apply the shader...