|
Posted by metlslime on 2002/12/23 18:24:21 |
Talk about anything in here. If you've got something newsworthy, please submit it as news. If it seems borderline, submit it anyway and a mod will either approve it or move the post back to this thread.
News submissions: https://celephais.net/board/submit_news.php |
|
|
Doom3 Leaked Thingy.
#1368 posted by Shambler on 2003/06/21 05:51:19
Of course none of you downloaded and played around with it did you??
So you couldn't possibly tell me whether it showed any promise and looked like it might live up to it's potential or not, could you??
Hem....
Shambler
#1369 posted by Vondur on 2003/06/21 08:23:34
just wait for the game itself
(i didn't try leaked shit tho)
Shambler
#1370 posted by DaZ on 2003/06/21 08:27:11
Yea it showed promise, looks like being a damn creepy game. Pace is slowed down a lot as the players walk speed is quite slow compared with Quake/q3 etc. But it works well here I think, dunno how others feel tho :)
Special mention must go to the animation of the enemies tho, they are really believeable! Fred Nihlson (or whoever) has done himself proud here...
Doom3 E3 Trailer
#1371 posted by nitin on 2003/06/21 08:29:54
showed some kickass animation too, really believable stuff. That's one area where HL2 seems to lack a bit, the animation for some of the standard stuff (ie walk, run etc) looks ok but not spectacular.
Nitin
#1372 posted by DaZ on 2003/06/21 15:14:49
yeah, was saying the same on #tf eariler. Doom3's animation is amazing, Fred Nihlson knows his stuff good :)
Though HL2's animation isn't as good for the basics like you say, it far surpasses doom3's in terms of the facial animations. I downloaded that 600mb hl2 vid from fileplanet and that girl character and the G-man's faces were amazing;y realistic as they spoke. Cant wait to see how they use that, should be very interresting.
DooM3 Player Speed
#1373 posted by Abyss on 2003/06/21 18:48:04
God, I hope it's not like the player speed of Unreal2, I mean that was rediculous, was really frustrating.
I never tried any of the leaked stuff, or any stuff for that matter, I don't even check out any screenshots, only see the ones that are smacked on the front pages of web sites, got no choice there. I'd rather wait for the real thing.
Hmm...
#1374 posted by Wazat on 2003/06/21 19:06:00
I'm wondering if I should start a discussion thread on mapping for Battle Mech. I really need maps for QExpo, and they are fairly easy to make (overhead view, long distance, so details and undersides of things aren't so important; plus a lot of box maps work perfectly). I thank PushPlay greatly for the 3 quality he made and sent me, but I need more. I need to have deathmatch maps, CTF, Rob The Nest, and Infiltration (offensive-defensive CTF); but, if I get nothing else, I'd be happy with a barrage of deathmatch maps.
The new Battle Mech is at http://static.condemned.com/files/BattleMech.zip
The mod is about 5-6 MB and is working on becoming stand-alone (which means I have to replace the ID textures in some maps).
The aiming has been completely redone, so it's a *lot* easier to play now, and the weapons have regained their previous splendor.
You can also see the painfully pathetic excuses for maps I've made (woods, desert, start). I'm considering turning this post into a threat: if I don't get some maps, those hideous things I made will be unleashed upon the public and people like Cranky Steve will have a hayday with them. :)
I've fixed a lot of stuff in the mod, and added things. You can make brushes transparent with alpha, define the map's gravity, and auto-load cfg files, for example.
Health items can be put in the maps now. I'll also re-enable armor soon. You can open the mapping specs text file in the download for a list of weapons that can be placed (I'll have a way to exclude/include certain weapons from the random weapon item soon), info on various tricks, and also the camera helper entity, etc.
So, should I make a new discussion thread? Is anyone interested in mapping for the mod? I know some people said they'd try it out earlier. How has your progress been?
Go Ahead, Start A Thread
#1375 posted by pushplay on 2003/06/21 20:00:01
Hey, that rhymed.
I made a .def file for bmech which I can update for any recent changes.
I may make another map. Wazat, you never did tell me if there was any hope for that unfinished map.
Geez Wazat
#1376 posted by pushplay on 2003/06/21 20:09:42
I hope the way the lighting and fog look is still a work in progress.
Heh
#1377 posted by Wazat on 2003/06/23 15:55:55
I hope the way the lighting and fog look is still a work in progress.
Yea, the lighting in desert.bsp is.. umm.. there are no lights. ;) I've got a long way to go I suppose. And woods.bsp is just horrible.
That unfinished map you sent me looks good. Finish it up!
I also have been playing the others a lot lately, and have enjoyed them a lot. I like all 3 maps you gave me, even bmech01 (which is now dm1), which I initially thought was too small and crowded. It also works great with weapons stay turned on.
BTW, the jump pads in bmech02 could stand to be a different color, or to be more visible. My beta testers were fine once they knew what they were, but before that they were pretty confused about how to get back up.
Thanks!
Wazat
#1378 posted by pushplay on 2003/06/23 19:13:29
The problem is that no texture really suggests "I am a jump-pad" the way some do in Quake3. If you find one that you think would work better let me know.
Also, I'm still not sure what to do with the last one I sent you. I felt it was missing something besides the obvious details, but I don't know what.
#1379 posted by Kell on 2003/06/23 19:22:17
The problem is that no texture really suggests "I am a jump-pad" the way some do in Quake3
Describe what you want, and I'll make it.
Oooh!
#1380 posted by pushplay on 2003/06/23 23:38:28
I'm taking you up on that offer!
The textures in Quake3 which signify a jump pad are all animated. Circles moving outward for the vertical one, and arrows moving away for the horizontal one. Perhaps the same techniques used in comics to suggest movement could be applied to a texture to suggest that same moviement.
You're the artist, but maybe a series of increasingly larger arrows like >>>> would work?
Well...
#1381 posted by Kell on 2003/06/23 23:49:26
If you're looking for a Q3-esque pad, there's the one I made for Contract in the knave.wad. But that's 128 square/5 frames of animation. Maybe a bit too much.
I could do a 64x64 texture with a sort of 'target' type design, where each concentric circle is illuminated in turn, from the centre out. Maybe three rings would do?
And if I set it into a metal plate or housing it might not look so odd when tiled. Thing is, in the map Wazat mentions ( the one with the blue/brown chequered floor, yes? ) the 'jumps' are strips rather than squares - several glowing targets all in a line, pulsing away in perfect sync, could be a Cranky Steve feature :P
Hmmmm
#1382 posted by pushplay on 2003/06/24 01:40:36
You know, I actually forgot that Quake allows animated textures? You don't see them often.
Even though the jump pad is mostly pushing you upwards, from the camera perspective it looks a push in a particular direction. Perhaps instead of circles illuminating outwards, it could be bars illuminating in some direction. I could orient the texture to indicate the direction of movement. If the animation were subtle and not too quick then it could look rather nice.
Here3indwor
#1383 posted by here on 2003/06/24 01:52:53
I try to make an urban style for this map but it's a try ... For people who have see Matrix Reloaded and Matrix there are many things of the 2 movie : The sub station (sorry i don't know the english word) , the plac with one thousand smith agent. What o you think , Remember it's a try ...
Screenshots : http://membres.lycos.fr/here/individualistic.jpg
http://membres.lycos.fr/here/individualistic2.jpg
http://membres.lycos.fr/here/individualistic3.jpg
Download : go on my page in the end of the Maps/q3section http://membres.lycos.fr/here/maps.htm
PS : I can change the window textures .
Sounds Like A Beta.
#1384 posted by metlslime on 2003/06/24 13:26:25
Pushplay
#1385 posted by Wazat on 2003/06/25 17:56:51
It would actually look better if those jump pad brushes were re-done to be a circle or square, instead of a long bar. Still, that would require the long recompile/vis process. :(
See the battle mech mapping thread, I have some other suggestions.
.
#1386 posted by pushplay on 2003/06/27 21:54:27
The compile and vising for bmech is nothing compared to my coagula map.
Romero Site Update
#1387 posted by starbuck on 2003/06/28 03:29:29
Not sure if any of you saw this, but Romero posted regarding Quake's birthday
HAPPY BIRTHDAY QUAKE!
I am pretty blown away today - none of the Quake news sites mentioned this at all. Blue's News, ShackNews, even PlanetQuake -- everyone has forgotten that today was the day that the venerable Quake was born, 7 long years ago.
Currently, I'm in crunch mode on a Beta of my current game, so I don't have the time to open up the Quake section... but when I do, you will all have access to the original Quake 1 .MAP files. Stay tuned!
!
#1388 posted by Shambler on 2003/06/28 05:22:02
none of the Quake news sites mentioned this at all. Blue's News, ShackNews, even PlanetQuake
SHURELY SHOME MISHTAKE!
It Was Mentioned On Bluesnews Actually
#1389 posted by czg on 2003/06/28 07:28:53
/me is a news whore
Hehe
#1390 posted by starbuck on 2003/06/28 07:46:52
in your face romero!
Original Q1 .map Files
#1391 posted by DaZ on 2003/06/28 09:25:50
Oh man, here we go :)
these days you could probably get all of e1 into one map :) hehe. Will be fun to look at the source files though, gg romero!
Sounds like hes having fun with Red faction on the Ngage, ooh yes so much fun, he cant contain himself, omg hes gonna blow!
Blah
#1392 posted by cyBeAr on 2003/06/28 10:33:57
wasn't it mentioned on planetquake.. but too early or something?
|
|
You must be logged in to post in this thread.
|
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.
|
|