UWF
#13636 posted by inertia on 2008/02/26 04:26:36
site doesn't work. (dns failure)
Yes The Guy's Argument Is Pretty Lame
#13637 posted by bear on 2008/02/26 06:02:56
but it's the discussion in the comments that's most interesting (which might not have been the case with a less provocative article...)
The "game medium" can be so very many different things and still almost all just stomp around the safe already treaded ground which is why passage is important and there needs to be more discussions like these.
UWF & Tronyn,
#13638 posted by HeadThump on 2008/02/26 07:28:41
Thanks for the review. I'm glad you like it.
Bear:
#13639 posted by metlslime on 2008/02/26 08:41:16
okay, a couple of the comments were definitely worth reading.
Mazes....
#13640 posted by metlslime on 2008/02/26 21:47:52
http://www.cgl.uwaterloo.ca/~csk/projects/mazes/
Even though I have little interest in actually wasting my time solving these, they look cool and there's some theory behind it.
They Look Very Cool
#13641 posted by starbuck on 2008/02/27 00:20:08
but yeah, I never saw the fun in trying to do mazes, it's just like being lost, so frustrating.
All Seems Quiet ATM:
#13642 posted by RickyT33 on 2008/02/27 16:14:55
Weird how so far very little has happened in '08 with Q1SP.
Is this because everyone is frantically working on stuff and so far nothing has been finished/showcased?
I personally started a new map at around the second week of January. Posted a few screenies a while back now. So im about 5.5 weeks into the build, and I can tell you that the world stuff of my map is about 69% done. I can be so specific because I've used about 22000 of 32000 possible marksurfaces. I'm hoping this will be the first limit I hit, cause my intention is to maximize on detail level in the map, but still have a map which will run in FitzQuake. My concept is quite doomish: more high-end enemies and high-end weapons in a dark underground sort of base-style environment, lots of tunnels/pipes and stuff. Give me a couple more weeks and I'll be needing some testers.
Anyone else wanna give an update?
Update
#13643 posted by JPL on 2008/02/27 16:48:25
Indeed working on a new project... and waiting for Quoth2 :D
#13644 posted by JneeraZ on 2008/02/27 17:04:17
I'm working on a little mod and it's almost done. Juat have one more section of the map to build out.
It's Because Quake Is Dead.
#13645 posted by czg on 2008/02/27 17:09:29
Finally.
RickyT23
#13646 posted by Spirit on 2008/02/27 17:10:18
Don't feel forced to max out any limits. Quality is not defined by that.
Also, first make sure the map itself works nicely THEN think about details and the limits.
That's the thing that always gets me quit or do sucky work, focusing on the details instead of the "real thing".
#13647 posted by JneeraZ on 2008/02/27 17:39:42
I agree. I've become a huge advocate of shelling the map first and adding detail in later. Use larger building blocks that compile quickly and get your gameplay and VIS blocking set up first. Once the map is playable, monsters and all, then go back and start making it look pretty.
Interesting Points Guys...
#13648 posted by RickyT33 on 2008/02/27 18:18:49
Dont take my statistical analysis as any kind of indication of gameplay (!?)
Its just literally my intention to make this map as detailed as possible. I mean as physically possible. It wont be as big as possible. Im at 29 lightmaps. It wony have as many enemies as I can cram in either. I'll be happy if I can run it in IDSoftware GlQuake, or even software Quake.
The layout of the map has had a lot of thought put into it, it interlocks, there are many places you will be able to see but not access until later on, I have focused on trying to vary the direction of combat i.e not always from the front or nasty spawning at the rear, but more attacks from either side, or the side and the front etc...
I dunno, plenty time for testing etc!
Quake Is Dead.
#13649 posted by - on 2008/02/27 18:41:25
..Because czg is dead. On the inside :(
I'm Still
#13650 posted by ijed on 2008/02/27 18:56:12
Remaking Ep3, with a collection of six betas ranging from crappy to not as crappy. Will finish in maybe six months.
Moi Aussi..
#13651 posted by rj on 2008/02/27 20:17:57
i don't know if anyone remembers it but i'm still working on the episode i posted about here: http://www.celephais.net/board/view_thread.php?id=3&start=3675
..slowly. i'm starting to think i was underestimating a little with the completion time :P
i have a few more new screenshots as well & am working on a proper site, finding decent free hosting is a pain in the ass, though
Still Working On Orlmap Series 2
#13652 posted by Orl on 2008/02/27 21:09:02
But I'm inclined to scrap the first 4 levels since they no longer represent the quality of my maps as of now.
It would make the pack shorter, but I think it's the right decision.
Too
#13653 posted by madfox on 2008/02/27 21:54:30
mapping,
but I can't find the logic runthrough in diverse intersections. Still puzling.
Orl:
#13654 posted by metlslime on 2008/02/27 21:57:13
you could release the 4 maps as a mini-episode, using a fake name so nobody knows it's you!
Eh,
#13655 posted by Orl on 2008/02/27 23:48:33
They were kind of already released, as the first half. Now they are no longer the first half, of anything.
Orl:
#13656 posted by metlslime on 2008/02/28 00:13:40
oh i see... so not really scrapping them, just making a clean break from the past.
Yeah
#13657 posted by Orl on 2008/02/28 00:30:17
You could say that. I don't like them anymore anyway.
Orl...
#13658 posted by distrans on 2008/02/28 00:52:41
...gutsy effort, I applaud you!
I've got a little number in beta at the mo', Siewolf has already got me rethinking some gameplay and func_ use.
It's all about atmosfear baby...
So
#13659 posted by ijed on 2008/02/28 01:33:15
There'll be a fair few maps in a while then.
Wierd when you think how old the game is, and there's all of us still keeping it alive.
Meh, Quake Is So Old And Boring
#13660 posted by bear on 2008/02/28 05:47:50
Everyone is going to the mall these days: http://www.youtube.com/watch?v=9mJAsgIIfNM
|