#14282 posted by
Kinn on 2016/12/12 20:04:42
Not sure if you're implying I was only talking about vertical because I wasn't - the gravity vector can be any orientation.
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Escher
#14283 posted by
killpixel on 2016/12/12 20:17:02
I can see this being an aesthetic but not a functioning mechanic. His art works because it's a fixed perspective in which he manipulates the perception of depth. In a 3d game you have a variable perspective and actual depth. I remember seeing a 2d escher game on steam that looked pretty nifty.
#14284 posted by
mjb on 2016/12/12 20:38:34
Just replay Prey.
Best use of "topsy-turvy" for a fps in my opinion.
#14286 posted by
Mugwump on 2016/12/12 22:20:24
simply rotating gravity
Quake supports this?
I can see this being an aesthetic but not a functioning mechanic. His art works because it's a fixed perspective in which he manipulates the perception of depth.
Yeah, I should have mentioned this idea was mostly inspired by his maze-of-staircases stuff. I realize that his optical illusions would be harder if not impossible to pull off.
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#14286
#14287 posted by
Kinn on 2016/12/12 22:22:48
We're not talking about a Quake mod.
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Jedi Knight
#14289 posted by
madfox on 2016/12/12 23:31:38
Makes me think of an old map from "the jedi returns". There was this spacecrft that hung diagonally, where the player hangs downunder.
A strange experience, for all elevators work arcangle.
#14290 posted by
dwere on 2016/12/12 23:36:19
Serious Sam supports it.
But not the HD remake, AFAIK.
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Seriously
#14291 posted by
mjb on 2016/12/13 03:09:26
Nope, HD takes away the awesome gravity stuff...was a large disappoint for me.
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I Vote.
#14292 posted by
Shambler on 2016/12/13 13:48:39
Rotating Kinn and changing his gravity.
#14294 posted by
Mugwump on 2016/12/16 02:13:50
Just replay Prey.
I've installed it for the very first time today. Looks cool but... you can't run?
#14295 posted by
dwere on 2016/12/16 05:03:58
Just wait till you get to the immortality part - you can't lose either.
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Hc2 Development: Ceiling
#14296 posted by
hexcalk on 2016/12/16 06:24:14
I created hc2 a couple days ago and this is the beginning part of it with some ceiling detail. Map still in development.
Screenshot download:
http://www.quaketastic.com/files/hc2withceiling.jpg
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Hc2
#14297 posted by
mjb on 2016/12/16 11:59:38
Cool man hexcalk, this is how you do it! Displaying WIPs and collecting feedback.
Looks like some spiky ceilings, a medieval map in the works? Keep it up!
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Hc2
#14298 posted by NewHouse on 2016/12/16 14:40:52
Well, I definately don't remember seeing that kind of ceiling before, eager to see more of it*
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Hc1 In Development
#14300 posted by
hexcalk on 2016/12/16 17:54:01
This level that I recently took a screenshot of was named "hc2" because a map titled "hc1" was created prior to the release of Peripheral. Both are still in development. hc2 is generally E1M2 influenced, while hc1 will have Japanese themes and textures from Daikatana.
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Hc2
#14301 posted by
Naitelveni on 2016/12/16 20:22:40
Good idea to add detail to celings. try to make thea areas less boxy than the previoius map.
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To Naitelveni:
#14302 posted by
hexcalk on 2016/12/16 20:35:58
Indeed, less boxy areas. :)
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Nice Ceiling Thingies.
#14303 posted by
Shambler on 2016/12/16 23:01:35
Better lighting too although needs sources ofc.
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Matter Of Taste / Modern Standard?
#14304 posted by NewHouse on 2016/12/17 20:42:13
Then again there is nothing wrong with boxy rooms or areas if those are intented to be that way. With extra details boxy-like areas, can look like they're not, even though they are. Maybe in details there is something they care so much that they doesn't care about the actual shape of area and are more focused on purpose than anything else. Hopefully this makes sense, when making more areas in the future.
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Agree.
#14305 posted by
hexcalk on 2016/12/17 21:08:33
I completely agree with NewHouse's post, which is interesting.
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Shadows Of Our Forgotten Ancestors
#14306 posted by
Naitelveni on 2016/12/18 01:40:23