@mfx Looking Like Something Made In The Source Engine!
#15008 posted by
brassbite on 2017/07/11 06:33:28
#14987 You Never Watched Aliens?
#15009 posted by
negke on 2017/07/11 08:44:15
GTFO
Total_newbie
#15010 posted by
killpixel on 2017/07/11 09:35:21
Thanks for the feedback! It's welcome anytime. We're very much on the same page as far as the dos and don'ts :D
Honest question: why is it important to prevent the player from e.g. save-scumming?
Think of save-scumming in terms of its mechanical impact on the game: it's sort of like a retroactive god-mode. Save-scumming fundamentally undermines the game itself by not allowing it to make demands of the player, or to reward the player for their successes or to provide consequences for their failures. What you have left is a walking simulator where the player has no accountability and meaningful interaction with the game is at a minimum.
Now, I'm not trying to imply that the player should be pushed to frustration or deprived of agency. If the player is regularly failing a challenge then they are either playing on too high a difficulty or there is a serious design flaw within the game.
Soul Tethers integrate the powerful mechanic that is quick-saving into the game. They themselves can be a reward for exploration or for completion of other challenges. I want to reiterate that the player is not denied the option to save; they are denied the option to save very often to the point of abuse. Consider this: say you have a level with a 20 minute play time. Within this level are 3 shrines (checkpoints) and 3 soul tethers. That's an average of 1 save every 3-4 minutes (assuming the player has no other soul tethers in inventory). IMO, that doesn't sound so bad. I hope this helps.
@mfx - lookin' great!
#15011 posted by yhe1 on 2017/07/11 09:46:47
But not everybody plays the game for the Challenge, also this is like console gamers saying "if quicksave exists I can't help myself"
#15012 posted by
killpixel on 2017/07/11 09:52:30
But not everybody plays the game for the Challenge
this is where difficulty modes come into play.
#15009
#15013 posted by
Mugwump on 2017/07/11 11:00:28
I watched Aliens numerous times but never registered that the outpost was called Hadley's Hope. I had to google it. It's not like this is vital info, after all...
#15014 posted by
metlslime on 2017/07/11 18:11:49
I think it's only in the special edition which adds some scenes
What Metl Says
#15015 posted by mfx on 2017/07/12 01:02:52
Hadleys Hope did ring a bell, but i was connecting it to Halo. I know, lolwtf?!?!
The directors cut/special edition does mention it.
Lame me.
#15016 posted by
Mugwump on 2017/07/12 10:00:19
Halo (...) lolwtf
Well to be fair, Halo owes quite a bit to Alien(s)...
@madfox
#15017 posted by Yhe1 on 2017/07/12 18:55:49
You Never Watched Aliens?
#15018 posted by
madfox on 2017/07/14 13:09:01
WIP Jam9_dumptruck
Lots more detail and lighting tweaks to be done. This will be my 2nd Q1SP release but technically my 3rd SP map. Happy to read constructive criticism.
http://imgur.com/a/T1Nul
Looks Promising So Far.
#15020 posted by
Shambler on 2017/07/15 19:25:45
Probably needs lots more detail and lighting tweaks but definitely good potential :)
Jam9_dumptruck
#15021 posted by
Barnak on 2017/07/15 19:39:16
This looks too dark too me, and too empty. Need more details, broken pieces, ...
#15022 posted by
Mugwump on 2017/07/15 22:32:34
Too dark? I can see pretty clearly. Maybe you need to adjust your monitor, Barnak.
Looks Good
#15023 posted by
Drew on 2017/07/16 01:30:39
focus on layout and gameplay before working on details
Re: #15019
Thanks for feedback all.
@Barnack The map is being designed for GAMMA 1 setting in the console. I'll be tweaking things a lot before release. As far as empty... yep but little details come last in a Jam. Last priority for me.
@Drew Luckily Quoth makes it so easy to tweak game play with the use of multiple targets per entity. I love it.
Yes
#15025 posted by
Drew on 2017/07/16 03:02:15
definitely comes in handy, hence why I always pissed everyone off with my non-vanilla speedmaps hahaha
Details
#15026 posted by
Barnak on 2017/07/16 04:03:36
I think that what makes Quake maps interesting, is the exploration factor, the atmosphere, the out-of-this-world feel and the vistas, the details.
Thi is what make Quake different (and superior ?) to most modern games which are using high resolution textures and fake 3D to make them realistic looking. Quake compensate its low resolution texture set with more 3D details.
Add more ruins, piles of bricks, rocks, broken parts, pilars, columns and altars, pipes and machinery, holes and traps, broken walls, etc. This is so cool in this game !
Jam9_dumptruck
#15027 posted by
killpixel on 2017/07/16 04:21:17
lookin' good. the first shot feels pretty doomy. When is the deadline for jame9, anyway?
@killpixel
Deadline was extended to the 22nd. The big area in that first shot is an homage to Doom 2 Map03 The Ganlet. I was going to stick to that layout but that central area is really all that survived.
http://doom.wikia.com/wiki/MAP03:_The_Gantlet_(Doom_II)
@barnak
Add more ruins, piles of bricks, rocks, broken parts, pilars, columns and altars...
These are WIP (work-in-progress) shots as I mentioned. I'll put in as much detail as I can. I was planning on it. I totally agree with you about atmosphere. Jams are jams though. :) My shoulder is already killing me from mapping for hours on end!
Gods.bsp
#15029 posted by Drow on 2017/07/16 20:21:06
Hello just wanted to show off my QWTF map. :) It was made with Trenchbroom and tyrutils.
http://theenemydrow.blogspot.ca/2017/07/godsbsp.html
Gods...
#15030 posted by
Barnak on 2017/07/16 21:01:31
Too bad this is a team/deathmatch map.
Perso, I only like/play SP Q1 maps.
Gods.bsp
Cool. I will check it out with some bots.