#16997 posted by NewHouse on 2016/09/03 19:53:30
If something is silly, it is not stupid. But yeah episode 4 is my favorite episode. And also I like colors used like in old italian/france horror movies. So only way to make it pleasant for everyone is try as stupid as what I mentioned.
If someone doesn't like the result, at least I tried. But this is basically only thing that motivates me to do these maps.
Newhouse
#16998 posted by Rick on 2016/09/03 22:48:37
Stick with it and don't get discouraged. Lighting in Quake isn't easy. I probably spend as much time on lighting as I do on everything else combined.
Try to avoid fighting with the engine as much as possible. Cool ideas which are difficult or nearly impossible to implement really aren't worth the time when making your first few maps.
Don't put 95% of your effort into 5% of the map that most players won't appreciate anyway.
#16999 posted by NewHouse on 2016/09/03 23:39:08
I have watched many playthroughs by several people, where people appreciate mood in maps.. just good map layout or idea isn't enough. This is also my hobby.. so I want to make maps I also like to play. Is it really worth making something mapper itself doesn't want to play. My goal is to make maps which I would play many many times and enjoy. For example I like challenge, so I make challenging maps, and hard has to be really hard even if I know the layout all the way through.
Darkness is important because enemies can hide in darkness, great way to set up ambushes. In jam map I used pulse lights very much because I wanted enemies to surprise player "mild jumpscare without awful noise". And many more things, which I need to learn how to do things properly.
In horror colors are the must, I cant capsule same mood using different or too bright colors.. that is why I have been spend 3-4 days in a row trying make blue color stay visible yet not let white color clear everything off. In my eyes quake is still horror action shooter no matter what others might say.
#17000 posted by NewHouse on 2016/09/03 23:45:40
I pretty much believe.. I can't see this map with different lighting:
https://drive.google.com/file/d/0BwxYkKdSD855STItZWF3VlNGcmM/view?usp=sharing
I was working horror fantasy theme before this jam suddenly started. I was lucky I spotted it on time.
#17001 posted by NewHouse on 2016/09/04 00:05:17
Wait a minute.. I could use blue fog to create that cold feeling*... now I will stupid.
#17002 posted by NewHouse on 2016/09/04 00:05:37
feel*
Newhouse
those screenshots look like an ok brightness to me anyway
FifthElephant
#17004 posted by NewHouse on 2016/09/04 12:17:47
Maybe biggest reasons why this jam map (ice core) were so dark, wasn't because I didn't use enough intensity (light value), but because I used blue as a main light source and blue is quite dark color. If there is not enough intensity in shiny blue colors, there simply is no color then. Hopefully fog can add that extra boost to that mood, though I am not sure will that replace actual blue lights totally or not.
NewHouse
#17005 posted by Mugwump on 2016/09/04 12:36:10
Ice Core? Is that the name of your MJ7 entry? It's called Untitled in the map pack. Anyway, I don't think it's too dark and it certainly isn't darker than Khreathor's map. I happen to love the dark blue color you used for your lighting, it gives your map a very distinctive atmosphere, something that is often lacking in base maps.
Mugwump
#17006 posted by NewHouse on 2016/09/04 14:08:53
Stupid me was struggling to understand what people were talking "unfortunately untitled", I was that blind that I thought I changed the title, but nope. Welp, standalone version sure will have that name that is for sure.
It can be unclear to see why that name, because I cut off the whole 'ice core' section. Original vision was.. you need to turn power on in ice core, because pyros cut it off because they started fixing wires or something. Then elevators works, then you can go to security center where you find gold access key. Also after entering that last door in jam version, there was meant to be teleport room and one last battle, which teleports the player into fantasy world.. possible to this one map I was working before this jam map.
So those are things I'm working on. Lighting is still very important to keep in mind all the way through, because if I need to make changes to lighting.. even if I organize them to different layers it is not fast by any mean to make changes.
Mixed opinions about it doesn't make it any easier, other say that they like what they see and others say they can't see shit. And I just suggest something to fix lighting by giving a player options adjust brightness level, it seems like whether it is impossible in Quake or just silly(stupid).
In Quake, people are used to this kind of skill selection map thing, so obviously same logic "would" go on other specific settings too, that is only reason why I suggested something like that (having an options inside map). I could write something on readme, but who read them anyway - even I jump right into game.
#17007 posted by Mugwump on 2016/09/04 14:43:43
So you're working on an expanded version, that's great! I suspected there was more to it when I saw "level 2" written above the exit door. If it's as good as the jam version, I look forward to playing it. As for fog, I think you should save it for the ice core once power is restored. You know, like cold produces condensation in cold storage equipments.
By the way, I noticed something odd in your map. In the LG room, there's some kind of flickering electric panel near the floor between the two doors. There's a neon flicker sound coming from the light on the left but this panel is strangely silent. You should add that sound there too, I think.
#17008 posted by Mugwump on 2016/09/04 14:46:18
Also, I played it on skill 1 and there was A LOT of ammo. Like, I used maybe only half of it.
Mugwump
#17009 posted by NewHouse on 2016/09/04 17:36:54
" As for fog, I think you should save it for the ice core once power is restored. You know, like cold produces condensation in cold storage equipments."
- I will keep that in mind, it is a good idea.
"There's a neon flicker sound coming from the light on the left but this panel is strangely silent. You should add that sound there too, I think. "
- I just quickly added something weird there, because that left wall has secret door and it's texture is even misaligned on purpose. I assume you didn't spotted secret* Sound might have been wrong in this case, I need to experience more with ambient sounds. If you played fixed version.. I remember adding there broken lamp & that sound..
#17010 posted by Mugwump on 2016/09/04 18:34:55
So that's the one secret I missed! Thanks for the tip. The thing with hinting at secrets with flickering light/sound is that these defective lamps are also used just for ambiance, without any secret, so I tend to overlook them. I think it's better if the hint feels more out of place, like a slightly misaligned, discolored or particular texture, or an odd architectural detail. I've just checked and you did put a misaligned texture, but I failed to notice it during my playthrough.
While on the subject of secrets, the rocket jump one had a cool message that made it feel like an "achievement", but as a rule you'll want to avoid secrets that aren't accessible by normal means. Another thing: In the control center, there's a shootable button that makes a block rise to reveal a secret with rocket ammo. The problem is that once you do this, the quad above becomes inaccessible because you can't jump on that block anymore.
Glad you like my idea about the fog. It just seems logical that there should be ground fog in there, and it wouldn't really make sense to have fog in the entire base.
Mugwump
#17011 posted by NewHouse on 2016/09/04 20:38:47
Thanks for reminding me about that computer room secret, it indeed blocks way to up to get that quad damage. I haven't yet figured out how to make it, but one idea was to place another button inside that computer room secret, because I will make it lower after certain time so player can get quad damage*
I received same kind of feedback from couple people about that rocket jump secret.. so I made it so player can either find illusionary secret path or just rocket jump and message is "Illusionary/Rocket Jump secret". Hopefully that is good way to say it, so player knows that it is possible to access two ways, and naturally if player just rocket jumps, he/she will find also illusionary secret path.
Also I let my friend play play test my map, and I realize I need to move rocket launcher secret on same wall as megahealth secret, if you spotted these 2 secrets before yet near Rocket Jump secret. Basically when you jump from up to middle of boxes where that flashing red door is, there is red arrow shootable button, which opens secret door up where you jumped. Problem was because it wasn't 100% in player view, my friend missed it twice! So now I even placed that in front of face, if player misses it first time, at least when he comes back after picking that GK, he sees it in front of his eyes while walking/running up stairs.
So it kind of feels like I need to make "easy" secrets very very easy to spot. And leave only couple of them, quite hard to find.
Mugwump
#17012 posted by NewHouse on 2016/09/04 20:50:04
After all, it is good to have many secret, but almost half of them should be quite easy to find, that will be my goal for each map. It is good to see from feedback/records what kind of secrets are easier to spot.
Computer room quad damage is weird one, it is not secret though.. though it should be in final version. But that one, even I forget that until I finished my map and saw intermission screen.. this moment of realization might comes to many players, which is only good thing. It is nice to hide something on intermission view, if player somehow misses it. I assume you didn't notice it on first play until intermission screen?
#17013 posted by Mugwump on 2016/09/04 22:01:31
I don't exactly get what you mean with that illusionary/rocket jump thing (language barrier I guess, I know english isn't your native tongue). Both secrets are not far apart but not in the same place and one doesn't lead to the other.
The timed block with the button inside would solve the problem, yes. Classic Quake way to deal with secret rooms.
I've played your map only once so far, so I did spot the quad all by myself. Honestly, it's not so hard to find, all you have to do is look around the room, and the way to access it is pretty obvious too. It really shouldn't count as a secret IMHO.
I don't think you need to make your secrets easier. They're already all easy to find if the player pays attention. I kinda suck at finding secrets but I found almost all of them. It took me a few seconds to figure out what that button behind the crates opened but it was really easy too. At any rate, you should make some secrets harder to find (but not too hard either). I missed the one in the LG room but I'm sure I would have spotted it another time. If there's no challenge in a secret, there's little satisfaction out of finding it.
If you need playtesters, a good way to find some would be to upload your map on this site as a work-in-progress.
#17014 posted by Mugwump on 2016/09/04 22:16:23
I mean I made another way to access this rocket jump secret, there will be illusionary path to it also, and that's why I changed its message text to "Illusionary/Rocket jump secret". Don't confuse it to silver key illusionary secret that is near the GK.
You're maybe right, maybe it's good to leave that quad damage on control center not secret, like it is now.
So you say, you even spotted last silver key behind that illusionary wall? I must be one of few who actually notice it (even though I made it very obvious, because that broken grate) and light coming through that wall a bit.
I will post shared link to my work-in-progress map, when there is more stuff than just one new area which consists one hallway and one smallish room. Also when map is starting to get bigger, there is more room for more intellectual secrets (harder secrets). I just needed to fill gaps in this smallish vision, so it felt bigger than what it really was.
#17015 posted by NewHouse on 2016/09/04 22:18:15
"I must be one of few who actually notice it..."
You must be*
sorry my typos >_>
#17016 posted by NewHouse on 2016/09/04 22:19:07
And that earlier was posted by me.. Time to go bed, let the tomorrow be better day for me.
#17017 posted by Mugwump on 2016/09/04 22:30:18
Oh, OK, you mean in the new version you're making.
The silver key is very easy to see, it literally shines through the grate! I think maybe you should put solid walls there instead of grates. The dark alcove surrounded by big red upward arrows is invitation enough to explore it, I believe. I don't know, can anyone else give some input on this?
#17018 posted by Mugwump on 2016/09/04 22:32:52
Ha ha, yeah, I think I'd remember if I had written this! OK, good night.
#17019 posted by NewHouse on 2016/09/05 02:18:51
So I woke up, and had awful headache* Maybe because of that Sauna.. but anyway. I have to make list of all these things needs to be done, otherwise I will forget something. Checklist: first priority -> make checklist.
"Checklist: First Priority -> Make Checklist."
#17020 posted by Mugwump on 2016/09/05 02:51:50
Ha ha ha!
#17021 posted by Mugwump on 2016/09/05 02:53:44
At least your headache doesn't impair your sense of humor.
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