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@adib
#14505 posted by
Newhouse on 2017/01/19 16:16:29
Yes, indeed I didn't use this door light logic yet in that scene. But basically I will turn on lights when door opens. It will not be as pretty as in modern sci-fi bases, but at least something. I have couple ideas how to make it look natural yet cool (we will see).
Also I added couple lights inside those slots where doors goes in when opened, I wanted them not to be pitch black.. maybe I just need to turn down values a bit.
Of course for some doors I will add extra lamps in front and back. But it really depends on the scene I will set up.
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Hc1beta: "implo1t Dys3ngage" Beta
#14506 posted by
hexcalk on 2017/01/21 22:49:23
So finally, I just have this map almost complete. It has Daikatana textures and is Japanese-themed.
Here is the Quaketastic download link:
http://www.quaketastic.com/files/single_player/maps/hc1beta.bsp
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Remainder
#14507 posted by
hexcalk on 2017/01/21 23:07:30
The skybox in hc1beta is from ikbaseq3.
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Hc1beta Screenshot:
#14508 posted by
hexcalk on 2017/01/21 23:15:31
#14509 posted by
khreathor on 2017/01/21 23:23:00
Map is super bright and textures have fullbright pixels. You should fix this.
Map need some balancing for sure and exit portal :D
Other than this it feels like Shadow Warrior :D
I have a demo if you want.
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Yes, Demo, Yes.
#14510 posted by
hexcalk on 2017/01/21 23:31:50
Demos are accepted, khreathor. :D
#14511 posted by
khreathor on 2017/01/21 23:50:00
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@hexcalk
#14512 posted by
khreathor on 2017/01/22 00:51:56
Please redownload this demo zip. I'm an idiot and I packed bsp instead of a demo... but link is fixed now.
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@khreathor
#14513 posted by
hexcalk on 2017/01/22 00:58:27
Okay. Now I redownloaded "hc1beta.zip", and the demo file's there. Good.
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@khreathor
#14514 posted by
hexcalk on 2017/01/22 00:58:27
Okay. Now I redownloaded "hc1beta.zip", and the demo file's there. Good.
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I Almost Died An 'asian' Jam
but I thought egypt was a bit more accessible. Nice work though.
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@hexcalk
#14516 posted by
DOOMer on 2017/01/22 10:38:00
Please relight your map. It is very bright :(
And add some ammo and item_healt in the area around the "pyramid". Please some
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@DOOMer
#14517 posted by
hexcalk on 2017/01/22 10:48:15
Now I uploaded hc1, and I will reupload it to add ammo and health to that area.
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Hc1 Reuploaded
#14518 posted by
hexcalk on 2017/01/22 12:09:46
hc1 was reuploaded one hour ago. Thanks for your patience.
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Pixely Portals Provide Passage To Peculiar Places
#14519 posted by
killpixel on 2017/01/23 01:56:15
#14520 posted by
mjb on 2017/01/23 02:34:38
Awesome!
This is good stuff coming from you man.
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Premature Presentation Of Pixels Proves Preposterous
#14521 posted by
killpixel on 2017/01/23 04:06:19
light rays now reveal teleport destination
@Bloughsburgh - thanks! I wasn't happy with my previous portal tests and I've been meaning to tinker with some particular shader stuff, so this was a good way to kill a few birds with one stone.
#14522 posted by
dwere on 2017/01/23 04:09:50
This is some purdy stuff.
Is it going somewhere or are you just experimenting at this point?
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Thanks Dwere
#14523 posted by
killpixel on 2017/01/23 04:27:55
immediate goal, get stuff working. long-term goal, a game.
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@killpixel
Thanks for showing us how "modern" effects can blend nicely with a "retro" feel.
what you're doing shits all over modern effects on classic maps.
see:
https://icculus.org/twilight/darkplaces/screenshots.html
Thanks man, looking forward to whatever you end up releasing with this engine / mod.
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Shit's Lit, Fam
#14526 posted by
PRITCHARD on 2017/01/23 10:02:17
This is where I'd like to see indie games go in the next few years. The kind of tasteful fidelity that is offered by modern effects, blended with the aesthetic of "crunchy pixel art" and low polygon counts.
If I ever made a game, that's how I'd make it look.
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Cool
#14527 posted by
topher on 2017/01/23 15:52:12
also, that light inscriptions in the walls looks like the gates of moria (LOTR).
cool stuff with those light rays
i want to see something like this too. but that looks really hard to do.
http://www.psychicsuniverse.com/sites/default/files/styles/250x250/public/stained%20glass.jpg
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Re: #14526
#14528 posted by
starbuck on 2017/01/23 16:24:27
Well said! I agree completely.
This aesthetic is so appealing. The low-fidelity abstracts things to the point where your brain is forced to read between the lines a bit. When things are crystal clear, it's almost impossible to suspend disbelief... I've spent 20 or more years playing games, and like most of us, i know what particle effects and skyboxes look like, and can spot the polygons in the highest polycount models.
But reduce the resolution and render fancy effects in software, and it's so much harder to figure out how the scene is created. I can't see behind the curtain so easily with this, and that subtle haze, that slight mystery makes the world so much more engaging. So great work so far! Really excited by this project.
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Thanks For The Feedback!
#14529 posted by
killpixel on 2017/01/23 22:12:14
@khreathor - thanks!
@Shamblernaut - I appreciate that. Those shots are a good example of what I'm trying to avoid. Funny, it's the same engine, same code, same tech. It really isn't about the tools, but how you use them.
@Pritchard - I agree, I'd like to see more stuff like this.
@topher - The doors of Durin were certainly an inspiration. That and Wayne Barlowe's work is what I drew from when designing those. I was slightly annoyed when a Doom4 gameplay trailer released and revealed the keyed hell doors that look very similar. Oh, well. Regarding the light rays: it can be done. I did some stained glass tests a year or two ago and it looked pretty good. Rays are easier if they're right angles. In half-life ep.2 they did angled rays like the ones you linked and they looked pretty darn good.
@starbuck - I think you hit the nail on the head. I liken the pixelated look to reading a book: a book gives you key information and a general outline but allows your imagination to do the rest. This makes the world so much more rich and interesting and gives the reader (or player) a certain authorship of the world they're in. It seems that the closer we get to the uncanny valley the less immersive and engaging the world becomes. What you described is a core concept of this project.