#123 posted by gb on 2009/02/08 17:20:42
#124 posted by gb on 2009/02/08 19:54:55
http://www.quaketastic.com/upload/files/screen_shots/e1m3rq_1.jpg
http://www.quaketastic.com/upload/files/screen_shots/e1m3rq_2.jpg
http://www.quaketastic.com/upload/files/screen_shots/e1m3rq_3.jpg
WIP shots, lots of things missing. Shot 1 is the entrance area, shot 2 is the passage to the lift/ogre cage, shot 3 is between lowering ceiling and cave.
For some reason I have screenshot problems in X11 - need to use Joequake in 8 bit O_o
#125 posted by
Spirit on 2009/02/08 21:37:05
I was going to say those look like donkey balls. Finally I can direct negke to other shots to nag about. :p
Looks very good, especially shot 1 is nice. 2 is colour soup. 3 I have a hard time finding where it is.
Seeing extremities of "myself" easily kills the immersion for me though. :(
Comparison Shots
#127 posted by gb on 2009/02/08 22:23:09
Heh, negke is probably aware of my sucky screenshots.
3 is one of the (very) expanded areas. There are a lot of those in Remake, in all maps. What might be a switch in id1, may be an extra room just for the switch, or several switches/areas. A boring tunnel might become a new area, trap gauntlet, what-have-you. If an improvement suggests we should go ahead and expand on it, we often do so. What you see in shot 3 is just the final part of a winding passage that was originally a square tunnel with nailboxes and a zombie closet (only in Hard, though...). You enter through one of the outlets in the ceiling.
1:
http://www.quaketastic.com/upload/files/screen_shots/e1m3_1.jpg
2:
http://www.quaketastic.com/upload/files/screen_shots/e1m3_2.jpg
3:
http://www.quaketastic.com/upload/files/screen_shots/e1m3_3.jpg
:-)
Yeah
#128 posted by
ijed on 2009/02/08 23:04:18
e3m2 is now pretty roomy, in comparison.
Question
#130 posted by
nitin on 2009/02/10 12:05:47
and this is not meant to be offensive or anything but are you guys going to attempt to keep similar styles? Because from what I've seen of your maps so far, you have two distinct styles of mapping. Or is it an episode per person or something?
Or is it an episode per person or something?
It is.
#132 posted by gb on 2009/02/10 17:49:00
nitin: Yes, our styles (as far as I already have one) are probably (hopefully!) a bit different, but atm we're working along different themes, too. It's OK if e1m2/e1m3/e1m4 seem different from episode 3 metal IMO.
It started from the one episode per person thing, but we've started to go a little more "by theme". For example I can imagine doing e2m2 and e2m6, while I'm at the brown wizard stuff. Ijed is doing all of episode 3, which is the most coherent episode anyway, but seems to be getting into more episode 4 type stuff lately. Remember his e4m4 remix. Ricky has done/is doing the ep.4 and ep.2 base maps, so at least those episodes will have maps from several persons. Collaborations aren't out of the question, for example ijed is just touching up Ricky's e4m1 (RMQ monsters etc), and there's always a lot of discussion going on.
We're aware of it and it will fit nicely in the end, once the end comes... very few maps are even beta atm, apart from DM4 perhaps. It will look a lot more coherent than the RMX pack, as great as that was.
Some maps are still up for grabs btw, so if anyone feels the urge, shoot us an email.
Don't forget there is a pretty significant mod in the background to tie it all together, too. Actually, the mod side of it is looking surprisingly good, thanks to Supa and Dr. Shadowborg, and frequent dabbling in #qc, idgames2 and similar places :)
The mod is backwards compatible, meaning it'll change the gameplay in all id1 based maps. This is continuously tested. I believe this'll introduce quite some replay value to existing custom maps. It also fully supports multiplayer, including vote-map, obs, FBX, and offhand hook. You can optionally have a purely multiplayer progs.
OK, enough teasing, gotta keep some surprises :) I'll do a couple more screenies, if you can bear the abominable quality :-E
:O
#134 posted by meTch on 2009/02/10 19:24:20
perhaps it could be played to the project-aftershock quake musik remix at newgrounds.com...eh?
or are you making the music for yours?
Sorry
#135 posted by MeTch on 2009/02/10 19:25:44
i forgot my no-flame :S
Lighting (
#139 posted by anonymous user on 2009/02/10 21:58:46
I suspect the lighting will be very ( in glquake
#140 posted by gb on 2009/02/10 22:11:48
Possibly, yeah. I'll work on that. But:
Keep in mind these are WIP shots.
#141 posted by
starbuck on 2009/02/11 03:20:51
The mod is backwards compatible, meaning it'll change the gameplay in all id1 based maps. This is continuously tested. I believe this'll introduce quite some replay value to existing custom maps.
Just want to say that having played it, I can attest to this: I very much enjoyed replaying pretty much all the vanilla id maps with the remake mod enabled, which is something I never normally do.
#142 posted by
Trinca on 2009/02/11 07:29:53
joequake = best pics client
#143 posted by
Trinca on 2009/02/11 10:44:13
E1M2 rebuild and there is a remake of Jago 60% made that will never see the lights of the day...
i saw it, and still have it in my hard drive.
Outstanding map, is a petty Jago will never finish it...
since is a remaking in progress why don�t anyone ask jago for it?
map is outstanding!
#144 posted by
RickyT33 on 2009/02/11 12:34:54
joequake = best pics client
Im sorry but I have to say this is not true. The pest client for pictures is probably FitzQuake or Darkplaces. Other GlQuake engines (Tomaz, JoeQuake, Qrack, QMB etc etc etc do not support gl overbrights and the lighting looks flat :( )
Nah
#145 posted by
Spirit on 2009/02/11 13:43:23
Joequake is fine.
http://www.quaddicted.com/engines/engine_comparison.html (really gotta update that page though...)
#146 posted by
RickyT33 on 2009/02/11 14:08:36
i stand corrected.
(I may be forced to check myself though ;)
#147 posted by gb on 2009/02/11 18:23:37
OK, last night I gave in and started using wait 0.5 and brighter sunlight/3.
Yes, the maps were too dark. You live, you learn.