 Heh
#92 posted by Asriel on 2008/11/24 08:55:17
I learnt what the word 'elitist' was from this forum. Good times.
 Get Out Of Here Noob
#93 posted by starbuck on 2008/11/26 18:08:28
#94 posted by Trinca on 2008/11/26 18:10:17
hey guys, i will start soon a new mediaval map!!!
advices on a .wad please!?!?!?
 Trinca
#95 posted by JPL on 2008/11/26 20:55:44
Hexen2, Daikatana ep3, knave, medieval... and some from Id ;)
#96 posted by Trinca on 2008/11/26 22:05:31
CDA2 Trinca version? :)
 Forget It
#97 posted by JPL on 2008/11/26 22:39:56
It will be my next map... a CDA sequel :D
Rober !!!
#98 posted by Trinca on 2008/11/26 22:56:30
thks god JPL i�m sick of base maps like Spirit :)
 Metal Maps
#99 posted by ijed on 2008/11/27 03:26:51
FTW
 Also...
#100 posted by JPL on 2008/11/27 08:42:06
.. I think base map are quite boring and let less possibilities in creation and fantasy.. but this is my personnal taste....
Well, I launched yesterday evening my latest project first beta test run... I hope to get news from the participants soon :D
 More Mix-theme Maps!
#101 posted by negke on 2008/11/27 09:16:40
#102 posted by metlslime on 2008/11/27 09:53:09
I don't think base maps are boring. Being a more realistic setting, they have a lot of potential for functional details, recognizable locations, and hooks for storyline (as do medieval maps.) The downside is, they are generally very literal, whereas metal or elder world maps tend to be more abstract and visceral.
Of course, medieval and base maps CAN be surreal and abstract, especially the low-poly old-school ones, but even those have somewhat more ties to logic and less ties to emotion, than metal and elder world maps.
 Base Vs Medieval
#103 posted by JPL on 2008/11/27 10:08:24
The feeling is quite different from mapper to mapper. I mean that personally, I prefer medieval maps...
I think the different potential comes from the Quake bestiary: as example the standard Quake bestiary is more accurate for medieval map than base map... a reverse example is Quoth2.
Now regarding the architecture potential, it is equivalent for sure, and it depends clearly of mapper inspiration...
Well, afterall, it is just a personal feeling ;)
#104 posted by necros on 2008/11/27 10:58:29
i think i'd like to interject here and say that i don't think base maps have to conform to that 'it has to look like something real (to a certain extent)' idea.
ne_doom wasn't really realistic at all, it had floating stuff, gigantic nonsensical machinery, poky bits for no reason other than to be poky...
i think the hardest thing about doing a base map is getting outside of the whole 'base' sphere.
just my 0.02. feel free to tear it up. :)
#105 posted by JneeraZ on 2008/11/27 11:34:31
I really enjoy the base theme as I think it creates very clearly defined spaces. The textures lend themselves to clean lines which I like a lot.
Medieval/metal/elder are definitely more abstract and you can get away with the "this whole level is some sort of abstract space" vibe much more easily. I also think these maps tend to look nicer if done properly.
 Not Sayin' Nuffin'
#106 posted by RickyT33 on 2008/11/27 11:45:31
#107 posted by Trinca on 2008/11/27 12:04:35
i made 2 big base maps now i need some rest in mediavel :)
 Necros
#108 posted by JPL on 2008/11/27 13:13:28
just my 0.02. feel free to tear it up. :)
I will not :P : as I said, it is really a personal point of view, and also a personal inspiration feeling... If base maps provide better inspiration than medieval maps (or the reverse), it is up to the mapper to do whatever he wants...
At the end, the most important is the fun you have either creating the map, or playing the map... or both ;)
#109 posted by Trinca on 2008/11/27 14:27:05
true, now go start another one :p since the one u�ve got start beta :) i go map to becouse i already got some idears for next map!
 Old Qdoom
#110 posted by madfox on 2008/11/28 22:29:42
By conversing "The Hangar" for Quake I had a hard carrot with the extremely enhanced visuality of the map.
Of course, it are the Doom textures, but the experience of seeing the old monsters in a new look makes the gameplay rather sciensefiction.
Also stuffing it up with the skulls harrisment of ten, and the health bowl of 50 make it play on a different skill.
I would give something to understand the Mechtec setup.
 Bowl And Skull
#111 posted by madfox on 2008/11/28 23:01:28
How does this fit as substitute for the Doom models?
http://members.home.nl/gimli/bowl.jpg
#112 posted by Trinca on 2008/11/29 01:06:12
roulfff weardooooooooooooooooooo
#113 posted by Trinca on 2008/11/29 01:06:55
leave old Doom and Quake as it should be :)
#114 posted by [Kona] on 2008/11/29 03:12:00
base pisses me off. i'd rather see base in q2. q1 is for metal, gothic, medieval imo. no other game does it as well. but plenty of games offer far better 'base' than q1.
 Lol!OK Screnies Imminent!
#115 posted by RickyT33 on 2008/11/29 03:17:18
But remeber its supposed to be an episode.
Are you impatient, or do you want an episode?
Big piece of me wants to help with Remake-Quake, but another large piece wants to make an episode.
Gimme a week and the first map (which as you all know is always a base map) will be in alpha. And you know how I do it - 1 map at a time. Grrrr.......
I dont know what to do.
 Kona
#116 posted by nitin on 2008/11/29 03:51:11
play ricky's last map and tell me that it's not as good a base map as in any other game.
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