#101 posted by Joel B on 2013/12/19 20:55:42
That is a cool tumblr and I'ma follow you.
Also, about sock's blurb:
I've got a pretty bad memory in general but I still strongly remember firing up qtest for the first time and being mesmerized by simple things like pooting grenades off of walls and into pools of water. Actions that brought home the actual solidity and 3-D-ness of the environment.
Those pictures of The Grisly Grotto are also a really good choice because that's one of my strongest memories from playing the release version for the first time; the sense of depth from the water structures out in the main cavern.
This is likely nostalgia speaking, but one thing I still appreciate about Quake maps is that the bones of the structures and spaces are very clear and give you a sense of the space you are in & all its possibilities. That sense can get lost in a detailed photo-realistic environment. The memories and impact of the original Quake maps do get dulled from re-use, but fortunately we've still got folks creating new Quake spaces to explore. :-)
I Remember
A preview of Quake in CVG where they mentioned things like wavy water effects, and also that the textures looked like they were made from real wood and stone :)
#103 posted by Joel B on 2013/12/19 23:51:11
They do!
Kind of!
#104 posted by Tronyn on 2013/12/20 14:11:47
although I'm largely out of the loop on the modern industry,I have friends who work in games & I do read about it.
If a team were to design a game engine/world system with its own consistent internal design, and then mappers/artists were to take that system to its extreme conclusions without any concern for modern BS like character storyline, user-friendliness, or realism, with today's tech some really fascinating things could be done. To me the idea of exploring the possibilities the game's world system offers, at least for an FPS, is the most fascinating. It's hard to argue that this element has been prevalent post-Quake.
Just make sure it's all Cthulhu-ish/Satanic (lol). But I do like that dark atmosphere.
Art!
#105 posted by Spirit on 2013/12/20 23:02:18
Love The Advent Calendar
#106 posted by ijed on 2013/12/21 14:31:58
But it's been bugging me from the start, and I'm gonna get it off my chest finally.
Why is Santa jerking off that hexagon on the front page?
#107 posted by Spirit on 2013/12/22 21:24:23
Spirit
#108 posted by ijed on 2013/12/22 22:45:58
Can you make a link at the end of each calendar page linking to the previous one please?
#109 posted by Spirit on 2013/12/22 23:05:28
good idea, thanks.
Dr. Shadowborg might not make it, if someone has a good idea/suggestion for tomorrow, please mail me. Rather not if you already participated.
#110 posted by Yhe1 on 2013/12/22 23:11:39
I want really want to try the Middle Evil, but it is too hard. Is there some ways for somebody to "hack" some more ammo in the map so it plays like normal?
Not Really
#111 posted by ijed on 2013/12/22 23:20:28
You can't add more entities to a level without a full recompile.
Spirit, that's a bit late. I know someone who does amazing stuff, but prefers to remain in the background. If you're stuck I could always post a favourite SP map list.
Middle Evil
#112 posted by metlslime on 2013/12/22 23:31:23
Intentionally has no ammo for the early part, I remember it being a pretty rough adjustment for me but once I realized it's mostly about evasion for the first half if the map it went better for me. Still remember it as being hard though.
It's Old School
#113 posted by ijed on 2013/12/22 23:56:44
It's tempting to re fix things you've done before, but Middle Evil but doesn't need it.
Warp is a mess, and but I'd never go back to fix it. And that's my only real, released, contribution to the Q1 scene to date.
But that helps push me forward.
Fuck. Now I've got a new task on epic win. "Replay The Middle Evil"
That's
#114 posted by ijed on 2013/12/22 23:59:13
A lot of buts.
Maybe I could've made a joke about it.
Hm.
Yeah
#115 posted by ijed on 2013/12/23 00:01:45
#116 posted by Yhe1 on 2013/12/23 03:35:52
What about a hack that increase the players start ammo?
Why Not
#117 posted by ijed on 2013/12/23 04:49:53
Impulse 9?
#118 posted by Yhe1 on 2013/12/23 05:14:26
I didn't want to give my myself all the weapons, just some extra ammo
#119 posted by Spirit on 2013/12/23 09:25:52
just use the "give" cheat. not really the point of the map though...
alternatively you can create an .ent file to add items to it.
Day PENULTIMATE
Gotta Say
It's a bunch of great fun. If the production values were kicked up a notch (most notably some weapon skins...), it would be a very fine mod overall.
Yhe1
#122 posted by JPL on 2013/12/23 20:29:35
For reference
give s <xx> gives xx shells
give r <xx> gives xx rockets
give n <xx> gives xx nails
give c <xx> gives xx cells
largely enough to not "impulse 9"... ;)
#123 posted by Spirit on 2013/12/24 15:53:56
Spirit
#124 posted by JPL on 2013/12/24 16:10:08
Just a small word to say the Quake Advent Calendar was really an amazing idea ;)
#125 posted by Joel B on 2013/12/24 16:47:25
Fancy!
How does reQuiem deal with widescreen stuff... FOV changes, and proper aspect ratio for console text and HUD elements? I can't download it yet so I was just poking around through the screenshots; didn't see any menu options for those things so perhaps it auto-adjusts them?
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