#14370 posted by PRITCHARD on 2016/12/23 14:05:52
Perhaps it would have been better to go rogue with this one and anonymously release without permission. Chances are that's the only way it'd see the light of day. Which is a shame, since doing that would probably piss a lot of people off at the same time you made quite a few happy.
Oh well, too late now!
#14367
#14371 posted by Shambler on 2016/12/23 14:10:14
If only that were actually true.
What If Both Mission Packs Were Merged Together?
#14372 posted by Qmaster on 2016/12/23 14:22:13
With all of the cool powerups from Quoth and AD?
Locked and Loaded!
Something Completely New And Different
Would be my preference!
Video Previews
#14374 posted by KenChennar on 2016/12/23 15:45:30
@Fifth
#14375 posted by Qmaster on 2016/12/23 15:59:19
You mean like Ken's map there.
You see, Quake is so versatile that anything can be made in it. I'm of the opinion that the mapper is responsible for the new and different. The mod is there so that the mapper's vision isn't hindered. AD did this the best, I only want to continue to improve and build on what has gone before, to continue what has been started.
#14360
#14376 posted by topher on 2016/12/23 17:58:42
everything... mmm... i don't know about that...
part of the appeal of AD is high quality. not quantity.
but... there are some things that i like, in any case:
a) seven SMC and improved quake 1.5 style of monster AI only in nightmare skill. a real nightmare to win. i check those two mods a few weeks before the release of ad1.5 and i like most of the AI features in the old monster. and nails that bounce! awesome. the only bad things is that it can break the gampeplay in some maps, and make others very very hard.
b) extend the particle system. optionally, it may involve too much heavy processing. examples: blood, when you hit a wall with a shotgun, lava, slime, explosions. the idea is: dots with different sizes and colors, instead of dots with same size and color.
there are other things. but they're very hard to implement. moving liquids. changing gravity (prey 2006).
KenChennar
#14377 posted by negke on 2016/12/23 18:50:51
Very unique themes, nice. Vids would've been better off youtubed, though.
I Though That...
#14378 posted by distrans on 2016/12/24 03:46:46
...at least the Uber-scrag from Travail would've made it into that group shot. Lun's enforcers are pretty cool too IMHO. Mind you, if I ever fire up an editor again, I'll be using AD for sure.
Sock Has Spoken
#14379 posted by Qmaster on 2016/12/25 05:14:10
No uber mod for you. Oh well. GO MAP WITH AD! Merry Christmas!
#14380 posted by Yhe1 on 2016/12/25 08:25:22
No nehahra in that group shot?
#14381 posted by Mugwump on 2016/12/25 19:49:55
No uber mod for you.
Damn. I was really looking forward to it.
No
#14382 posted by madfox on 2016/12/26 02:06:54
fishing ogre.., but I could offer a dozen more.
I Offer 2 Douzens
#14383 posted by mfx on 2016/12/26 02:11:56
Mfx Get Off That Tower!
#14384 posted by madfox on 2016/12/26 02:17:44
right,I cheque my spelling.
Mfx
#14385 posted by Kinn on 2016/12/26 04:03:54
Looks ace biscuits but I think the phong shading is making the lighting look too flat where the columnar uprights meet the flat parts of the wall above the arches.
Dat Wow
#14386 posted by Shambler on 2016/12/26 11:18:28
#14387 posted by dwere on 2016/12/26 12:44:18
It's a shame that there's no way to specify which edges must remain sharp.
#14388 posted by negke on 2016/12/26 12:52:45
Yeah, it's nice and possibly a slight Sen's Fortress vibe. But I must admit I got a bit of a Honey/Sockstyle fatigue over the last couple of months.
#14389 posted by PRITCHARD on 2016/12/26 13:00:55
Looking good, not sure I agree with Kinn though - assuming I'm talking about the same place, I don't think phong is really making a difference. I think it looks fine, but if the goal was to spruce it up I'd go for a bit more brush detail (perhaps an insert or something sticking out slightly. Just to break up the texture a bit.
But personally I don't think it's necessary to do anything like that,
#14390 posted by Kinn on 2016/12/26 13:45:03
I think it looks fine
Yes it's a minor quibble at best - a quiblet, if you will. To put it in perspective, a quiblet (in Standard Pedantry Units) is roughly equivalent to about two-thirds of a nitpick.
Mega Monster Overload
#14391 posted by sock on 2016/12/26 20:26:50
Sock Has Spoken, No uber mod for you. Oh well. GO MAP WITH AD!
I did not say no to your uber mod!?! I said - Please stop patching AD, create your own mod and use the devkit! This means creating your own uber mod in your own "uber" directory!
I did clearly stated this fact in the readme file
Line 34 - Do not use the AD (Arcane Dimension) name for your own mod
Are you sure you got the Drake monsters in that screenshot? :P
Oh...
#14392 posted by Qmaster on 2016/12/27 19:39:51
I'm planning on calling it the Keep mod anyway. Because you keep what you kill (and kill with).
In that case sure. And yes it is only a start. I haven't got quite everything just yet. All must be subsumed into the continuum. The collector's Keep must be filled. Any mod differences must be accounted for and easily accessible by the mapper. For instance, the zombie has umpteen different abilities that have to be included such as crucifix dismounting, laying, necrosprinting, etc.
Is That Really A Good Idea?
#14393 posted by negke on 2016/12/28 00:16:47
Better to do something like an easily accessible (and compilable) bestiary like Realm667 has for Doom like suggested some time (years?) ago - where people can create their own collection of enemies from a database to include with their map.
Minimal Map Extras
#14394 posted by Qmaster on 2016/12/28 06:36:38
I can see how someone who only wants to add a few new enemies would want to be able to add just those new features to minimize map download size.
However, devkits aim to provide one dowlnoad for the kit. Then maps don't need to include their own mod in the downliad at all. People download the kit/mod. Then download maps for it. I may do Preach's idea of making the Keep mod inside the base ID1 directory where the only requirement is for people to add pak0 and pak1. This way any maps that want to add something not included in the base devkit can have an extended mod with their features.
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