Hehee
#13411 posted by anonymous user on 2008/01/11 06:23:47
#13412 posted by Spirit on 2008/01/11 10:55:45
That book is quite funny even though the humour is rather childish (at least the german translation).
Q3shw21: Destroyer BETA2
#13413 posted by ShadoW_86 on 2008/01/11 21:06:27
ShawdoW_86
#13414 posted by JPL on 2008/01/12 11:09:42
Wrong thread: should have been posted in Screenshots & Betas thread... ;)
Anyway, the shots looks very good: nice architecture, nice details, but I think the lightning effects are quite flat...
Well, nice job: keep it up !
Nice!
#13415 posted by Spirit on 2008/01/12 11:36:19
The readme should be named q3shw21_b2.txt.
I don't really like the naming starting with q3 (as those normally are the baseq3 maps I'd say) but that's your choice.
The looks are fantastic! Lighting is good too.
One thing I would change is to add the possibility to "climb" up from the rocket launcher (with those floor plates).
The spawnpoints are a bit random and few(?) but I have no idea where to better put them.
Micromaps
#13416 posted by golden_boy on 2008/01/13 02:27:49
Shambler wrote: I am still eagerly awaiting super-detailed, super-hardcore micro-maps. 20 monsters, every one a significant gameplay event, etc etc.
Kell's and Necros' Quoth test maps (the ones shipped with Quoth - KelltestX etc) are a bit like that. I play them a lot. They're not super-detailed though, nor super-tough, but cleanly made. There are more maps like that. RPGSMSE* was already mentioned (not quite enough monsters though IMO.) Quoth is probably really well suited to such maps, because of tough individual monsters on one hand, and vorelings on the other. I really like the kelltest map with the voreling-spawning unholy altar (M'Gah!). I wish Kell would do 10 more of those.
The concept is cool.
#13417 posted by Kell on 2008/01/13 03:44:30
I wish Kell would do 10 more of those.
Thanks :)
There is a base testmap to demonstrate the new content for Quoth2. It's a bit larger than the Quoth1 testmaps, but I'm still tryign to keep it minimal.
http://kell.leveldesign.org/screenshots/ss-kellbase1.jpg
There's also a testmap just for breakables.
Kell
#13418 posted by golden_boy on 2008/01/13 10:28:50
*drool*
#13419 posted by JneeraZ on 2008/01/13 11:34:35
Heh, OK, I see the rotated nail box but what else is in that scene?
Necros' Quoth Test Map
#13420 posted by bambuz on 2008/01/13 18:25:58
would rock much more if it used some rudimentary vis blocking like not straight corridors between main areas... *grumbles*
But it's a test map anyway...
Gagging, Drooling - Someone Pass Tissue...
#13421 posted by RickyT33 on 2008/01/13 18:26:26
...groan. Foot tapping, fidgiting, pacing up and down, unable to sleep. Refuse to make anymore maps, sulking....
Breakables ? :D :D
Haaoouwww . . . !
#13422 posted by golden_boy on 2008/01/14 01:28:50
I drooled not over the screenie but over additional minimaps.
RickyT
#13423 posted by madfox on 2008/01/14 02:16:28
...or find Than's GlasTest in your email...
OK...
#13424 posted by distrans on 2008/01/14 11:43:44
...the three sections are joined, and we have a seal!!! Detailing on the last section commences now :)
Czg Hearts Barney
#13425 posted by bear on 2008/01/17 02:33:19
men's toilets Fulton Street :)
Development Of A NASA-based Massively Multiplayer Online Learning Game
#13426 posted by bambuz on 2008/01/17 22:50:33
Heh
#13427 posted by Spirit on 2008/01/18 09:41:49
I hope gibbie adds a dopefish somewhere.
I Suppose I May As Well Ask In Advance
#13428 posted by Tronyn on 2008/01/18 12:52:42
I'm "close" (for me) to releasing something, I'd say "before the snow melts," but anyway, does anyone have like a BEAST of a computer that they would like to volunteer for compiling some maps? Remember, with aguirRe's vis you can turn it off and then restart it.
Exiting!
#13429 posted by than on 2008/01/18 16:09:41
I'd volunteer but my computer can barely run tf2 smoothly, let alone crysis, so I'd hardly call it a beast.
I wonder if we could do some distributed map compiling. I'm not sure, but I think one of the vis programs supports it.
Wasn't Inertia
#13430 posted by bambuz on 2008/01/18 19:04:45
building a cluster supercomputer? Stacking 4 or so mobos, each with many multi-core processors and gigabit Ethernet. Someone could make a nice php web form interface for compiling then for that. Of course users would need their own accounts.
I bet you'd get some uni project with lotsa credits for that!
Oh And There'd Need To Be
#13431 posted by bambuz on 2008/01/18 19:06:21
a linux build of a parallelized vis program. (And qbsp and light too ofc though they prolly dont need to be parallelized.) Aguirre's tools are win32 only atm I think.
That's What Inertia WANTED To Do, Yes
#13432 posted by czg on 2008/01/18 19:11:17
What actually happened was him sitting in his mom's basement, a bored grin crossing his pocky face as a cheesy fart silently escaped the gravitational pull of his arse.
Tronyn
#13433 posted by Vigil on 2008/01/18 20:08:06
Intel E6600, 2 GB memory, plenty of harddrive space and time to waste. No quad-core unfortunately yet...
danthefryingpan -seehere- gmail com
Uh...
#13434 posted by bal on 2008/01/18 20:59:42
Does any build of vis even support multi-threading at all? I know I never got it to work...
#13435 posted by JneeraZ on 2008/01/18 21:07:18
Does the threading code not do anything? I know that the tool itself accepts a -threads parameter although it doesn't do anything on OSX.
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