#101 posted by negke on 2012/09/11 09:24:50
#102 posted by Spirit on 2012/09/11 10:53:54
And THIS is why Quake in low resolution is perfect.
PS
#103 posted by Spirit on 2012/09/11 10:56:59
Thats
#104 posted by ijed on 2012/09/11 12:20:08
Not a terrible skin, but the mesh wasn't made for it, which makes it look gash.
Doom3 is a good example of lopoly meshes with hirez textures. Still hipoly compared to the Quake ones though.
ZQF
Curses my plot is uncovered :(
On the subject of the actual thread btw... I assume the N64 version had original levels too?
Hm
#108 posted by ijed on 2012/09/12 22:06:14
I think it just had cut down ones. Some corridors were blocked off and the entrances to the secret levels were moved, or removed.
It was only two player as well as I remember.
Bit hazy on the details, but don't think there was anything new.
#109 posted by SCD on 2012/09/12 22:15:52
No it didn't, the N64 version only had the PC levels. It almost had all of them, but Midway had to take out six of them because of cartridge space.
N64 Doom is a particularly unique specimen then
Yeah
#111 posted by ijed on 2012/09/12 23:02:13
Sounds right. But I don't think it was the secret levels that were removed, they were instead put into the normal map order and their entrances blocked.
Did this version have colored lights, or am I confusing it with the q2 console version?
#112 posted by SCD on 2012/09/13 00:11:19
They took out The Grisly Grotto, The Installation, The Ebon Fortress, The Wind Tunnels, The Sewage System and Hell's Atrium. They kept the secret levels as secret levels, but they moved two of them to different levels. Yes, the N64 version did have colored lights.
Er..well
#113 posted by Preach on 2012/09/13 00:26:45
I don't know if there were technical reasons like those being the largest or most taxing maps, but if you were removing maps from quake on merit that's a pretty awful choice of maps to cut. The Wind Tunnels & The Sewage System would be sorely missed
Yeah
#114 posted by ijed on 2012/09/13 02:28:23
God knows what was behind the decisions there.
#115 posted by SCD on 2012/10/09 00:45:01
Is anybody going to make PC versions of the Saturn levels?
I contacted one of the administrators from inside3D a month ago asking if anybody ever made PC versions of the levels, he told me someone did made rips of the levels. I looked around for them and I had no luck of finding them.
#116 posted by necros on 2012/10/09 02:42:41
I doubt it. You could try offering a bounty like Spirit does for some stuff but any map more than a quick hack-job would be a fair amount of work. The mapper would also need to be somewhat familiar with the sega maps.
Converting them is probably a big undertaking. Unless there are ways to analyze binary data, without specs on the sega format it would be very difficult to make sense of the files.
Maps are stored as just one long series of byte values. When maps are loaded, the engine knows how many bytes to load for each bit of information it needs because it has been programmed in by the designers of the map format. Without that header info, you have no way of knowing anything beyond basic easily identifiable data. The minute the format deviates, you would get lost.
In Otherwords...
#117 posted by metlslime on 2012/10/09 03:27:19
reverse-engineering the levels would be an interesting challenge for a serious hacker. Similar to figuring out byte offsets for ROM hacks of old NES games.
Sounds...
#118 posted by distrans on 2012/10/09 07:10:57
...like a job for Inertia :)
Upshot Is
#119 posted by ijed on 2012/10/11 19:05:00
It's more fun and easier to just make new maps, at least for mappers.
Most ~1996 maps are crampt and b0rky by today's standards, in general mappers now want to do things grander and more complex than was possible back then.
#120 posted by SCD on 2012/10/12 00:29:19
I know a lot of mappers today like to make new maps instead of remaking old maps, but it would be nice if one of them can make PC versions of the four Saturn levels. A lot of people been wanting to see PC versions of the levels for years and no one didn't make them yet.
I Think
#121 posted by wakey on 2012/10/12 01:25:18
the main problem is that most of them dont have both a saturn and quake for it, to make a closer examination of the levels, which is imho essential for redoing them.
And as it seem's emulators arent working for most people too.
#122 posted by SCD on 2012/10/12 03:11:46
I've been noticing people are having problems with the Saturn emulators. There are four Saturn emulators that I know of, Satourne, SSF, Yabause and Saturnin and a bunch of people did uploaded the bin and cue files of the game so it could work on them. Hopefully somebody will be able to get the game and one of the emulators to work right so they can start working on the levels, we'll just have to wait and see what happens.
#123 posted by SCD on 2012/10/14 07:00:20
Apparently in the American version of Saturn Quake, Purgatorium had a green sky texture with a rain effect.
Here's a video of it:
http://www.youtube.com/watch?v=EHUVYNTiNnw
For a mapper I think the quality of the maps would be an issue.. would be for me anyway. I wouldn't take much pleasure from recreating something I don't personally like. Particularly if the audience wanted slavish adherence to the originals.
I say this remembering that most of the exclusive extra stuff I've seen in ports was pretty lame
Nahh I Mean
#125 posted by RickyT33 on 2012/10/19 22:07:27
You could 'remix' a map, enhancing brushwork and texturing and gameplay and everything, but there are better maps out there, and better reasons to remix maps that aren't from versions of games that had to be ported onto inferior hardware, downgraded engines etc.
I just mean what would be the point in remaking an unremarkable, little known map. For what purpose. Rather go create something original and better.
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