DK Shrine
#16245 posted by Borax Man on 2019/10/02 23:41:14
Thanks Orl,
For anyone interested in DK Shrine, be sure to get the "Remastered" version and not the 1996 version.
https://www.moddb.com/mods/dk-shrine-remastered
#16246 posted by lpowell on 2019/10/04 20:47:20
#16247 posted by Borax Man on 2019/10/05 03:53:10
@lpowell.
Looks nice, and I'm pleased that you've strayed from using solely the standard 'metal' texture set and done something a little more original.
Looks Cool.
#16248 posted by Shambler on 2019/10/05 17:33:31
Except base enemy and knights together = totally unacceptable. I like the blend of map styles tho.
#16251 posted by lpowell on 2019/10/06 01:01:12
You're probably gonna have to live with it. I mean the whole idea of the map is tech+medieval style anyway, so it would be weird to *not* mix monster types.
@lpowell
Nice looking shots. The lighting feels flat but not terrible. I agree the theme mix feels pretty fresh here.
Base And Enemy Knights
#16253 posted by Borax Man on 2019/10/06 05:16:56
@Shambler. I disagree, they can work together, as long as the mapper creates the right context.
I don't see why user created levels have to stick to any rules or themes used in the original Quake. I prefer to see mappers not limit themselves to specific texture sets or styles.
Use Tech Knight Models!
#16254 posted by Drew on 2019/10/07 01:03:11
from Operation Urth Majic
Gotta keep Shambler happy.
Umm.
base enemy and knights together = totally unacceptable.
E1M2...?
Is Wrong.
#16256 posted by Shambler on 2019/10/07 09:45:24
Dafuq?
It's literally right there.
There's more precedent in the original game for mixing Grunts and Knights than putting Knights in runic.
That's Part Of A Mistaken Mishmash Under The Guise Of Quake Having...
#16258 posted by Shambler on 2019/10/07 11:01:25
...a coherent story. We have now transcended that with stronger thematic adherence.
Double Dafuq.
There was nothing mistaken about the monster order of appearance once the final episodic structure was settled.
Dis Gon Be Gud
#16260 posted by Kinn on 2019/10/07 11:48:24
The grunts are just possessed by the entity known as "quake" in the story, so there is no reason why this entity wouldn't just mix his new recruits up with his old knight fellas without sparing a second thought.
What shums is alluding to is a question of personal taste, of no more validity than an objection to certain texture combinations.
The Hipnotic mission pack did a lot more of this if I recall.
Yes
The Hipnotic mission pack did a lot more of this if I recall.
Yep and there's nothing wrong with it if you justify it with a Slipgate pad as otp alluded to.
Custom Levels Are Just That, Custom
#16262 posted by Borax Man on 2019/10/07 23:21:25
Zerstorer if I recall correctly did this?, as did a few good maps in the 90s. I don't remember anyone caring back then, and in the Doom modding community, there aren't such rules. It is as kinn said, just preference masquerading as a rule.
Personally, I like when authors follow their own style and do something original, and don't stick to a predefined iD style. lpowells screens look great, and the style seems to work.
I Do Get Where He's Coming From
#16263 posted by Drew on 2019/10/08 03:12:05
#16264 posted by yhe1 on 2019/10/08 06:23:31
Base and Medieval enemies can be used together, but there needs to a reason why. A portal within a research lab where hell knights are coming through makes perfect sense.
#16265 posted by lpowell on 2019/10/10 21:01:13
Thanks for the comments everyone. @dumptruck_ds, thanks for the comment about the lighting; getting the right Quakey contrast is something I really need to work on.
#16266 posted by anonymous user on 2019/10/13 23:24:40
It's detrimental to gameplay (enemy variety) to refuse to use base enemies in otherworldy settings for "thematic reasons". But even thematically it doesn't make logical sense. Why can Ranger travel through the slipgates, but the grunts can't? Is there an anti-grunt forcefield? It's perfectly reasonable to imagine grunts traveling through slipgates to act as backup.
#16267 posted by Kinn on 2019/10/14 08:57:56
It's detrimental to gameplay (enemy variety) to refuse to use base enemies
If it's the mapper's choice to not use base enemies, then it ain't detrimental to jack shit, mr anonymous.
Let's try not to confuse "what mapper wants to do" with "what people are telling mapper to do".
@lpowell, Lighting
#16268 posted by Borax Man on 2019/10/15 00:44:41
@lpowell I was just going to add to dumptruck_ds's comment about the lighting. At the moment from the screen shots, you can see the light spheres around obvious light sources (especially in the 3rd screen shot), but there isn't much to break the lighting up or give it a different flow and direction. It looks good now, but it would look better if you thought more about lighting in terms of how the architecture would cast shadows on itself, how light might flow from area to area, how light might flow out of a brighter area into a darker larger area (for example, having light spill out of a doorway or hallway). Let the architecture shape the lighting more. Doing this also increases the visual detail.
For Those Not On Discord
I have been farting around in trenchbroom recently (it's been a while)...
https://twitter.com/GavinEdgington/status/1187881309873623040?s=20
I've been pottering away at it, though it's slow going now that Outer Worlds has been released.
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