Pushplay
make some Q1SP speedmaps with starbuck etc, your Cube ones were allways good =)
UWF
#1831 posted by pushplay on 2003/08/22 03:53:40
I tried that once. The map was small and crappy and the scale was all wrong making it rather amaturish. I can work at a pretty wicked speed in Cube if I need to, but I just can't do the same in GtkRadiant. It becomes frustrating. Sorry.
Cheers Starbuck!
#1832 posted by Shambler on 2003/08/22 05:42:19
Hehe =)
Swamp is just one example though, anything with ancient, historical, decrepit or arcane architecture in terrain is what I was thinking. Ruins, wood, shacks, castle towers, whatever...GL.
Multi-level Demos
#1833 posted by Preach on 2003/08/22 07:14:19
I may be wrong, but I think darkplaces will play multi-level demos without choking. Otherwise, you could use film-at-11 or keygrip to split the demo into two seperate demos. The standard quake engines just won't play demos over a map change/restart, there's no workaround for it.
Ooh...
#1834 posted by Scampie on 2003/08/22 08:19:43
I may be able to join tonights sm :D
Also, I'll run another one Saturday evening at the same time (or maybe earlier if people are around) if I end up being home. I'll annouce it a bit beforehand if I do.
Thanks, Preach
#1835 posted by R.P.G. on 2003/08/22 09:48:09
I'll check those out.
BTW, I did try DarkPlaces, but it didn't work. So either my version doesn't support it, or all DarkPlaces don't support it.
Sm-ing
#1836 posted by starbuck on 2003/08/22 10:09:40
ah sweet scampie :)
heh, i had forgotten that i was going on holiday on saturday
oh, and ta Shambler
Preach
#1837 posted by R.P.G. on 2003/08/22 10:17:46
After downloading Keygrip, I decided to get the latest Darkplaces to see if it worked. The new version I got was 1.5 months newer than the old version I had. Well, it worked; although for some reason it would play in slow motion in some spots, even though it ran at normal speed in FitzQuake. Presumably this was related to FPS and that I did not full vis the map.
Thanks again, dude.
...
#1838 posted by wrath on 2003/08/22 14:35:37
I just want someone to say something I can get really fucking end-of-creation pissed off at.
Speedmapping Coming Soon
#1839 posted by starbuck on 2003/08/22 15:04:31
at 10pm GMT, 11pm UK time, 6pm EST
thats about 3 hours from now
Another John Carmack Interview
#1840 posted by Abyss on 2003/08/22 16:32:15
For your reading pleasure ..............
Umm, Well, Umm
#1841 posted by Abyss on 2003/08/22 16:32:47
Freakin' Unreal Icon
#1842 posted by Abyss on 2003/08/22 16:33:42
Oh well, it's early in the morning :(
Speedmapping Pack 46 Released!
#1843 posted by starbuck on 2003/08/22 21:42:57
http://speedq1.spawnpoint.org/files/sm46.zip
in other news, ill be away until next saturday :)
ciao
From The Carmack Interview
Which makes it all the more surprising that he quietly longs for the early days of gaming.
Though he's widely regarded as an innovator, Carmack is a big fan of old-school arcade games. He's also an unlikely supporter of Nintendo's recently announced philosophy that games have become too difficult.
id's John Carmack
"I agree strongly with that point of view, but I'm in the minority in the PC space," he told me last week at QuakeCon � the annual Woodstock-like gathering of "Doom" and "Quake" fans. "I want a game you can sit down with, pick up and play. [Role playing games], for example, got to where they had to have a book ship with the game."
i agree totally with Carmack.
what other people/dvelopers etc dont realize is this principle is important:
To do something excellent and simple is harder than do something excellent and complicated.
And why is simplicity prized?
Becuase simplicity = accessibility and fun. The simple game is a tool of the players skills, the complicated game is a burden on the player.
Case Study and prime example no1:
Quake 1
=)
Hmmm
#1845 posted by Abyss on 2003/08/22 23:14:19
Yes, I like things kept simple also.
But
#1846 posted by Vodka on 2003/08/22 23:24:52
Make a shooter like q1 today, and everyone will label it shallow troglodite of a game. And it wont sell regardless of the advanced engine and pretty art.
People always want more and better.
IMHO
Serious Sam And Will Rock
#1847 posted by nitin on 2003/08/23 00:11:38
arent they more like traditional shooters with pretty engines?
I say a good game will be well received regardless of whether it is simple or complicated.
- - - - - - - - - - + - - - - -
#1848 posted by Kell on 2003/08/23 00:25:15
Case Study and prime example no1:
Quake 1
=)
Right on. Quake's accessibility, immersion and repeatable/extendable gameplay is why it was actually the first compuer game I ever bought and the first I ever played to completion.
People always want more and better.
Well...gamers always want more; better is so subjective...opinions are like assholes etc. etc. The problem is, it tends to be more of the obvious things, like more polys, more weapons, more detail, more of the same...
If that's what petulant gamers holler for, that's what developers will sell them. Until they are, as id appear to be, sick and tired of it.
. . . - - - . . .
#1849 posted by pushplay on 2003/08/23 01:08:39
The gamers are correct to always want more. You can't rehash what's already been done and expect the public to lap it up. Even if what you're rehashing is your precious Quake 1.
But more doesn't have to mean more guns, more polys, more blood. FPS games are made up of a lot of attributes, you could choose any number of them to do more in. And that's the direction that Doom 3 seems to be going in.
Some of you guys are like old men pining away for an old flame who wasn't really so hot to begin with. You're not in love with the game, you're in love with the half false memory of the game.
Lol....pushplay
got anyone particular in mind?
gonna name names? :P
I love the game believe me, not a "half false memory", whatever you think that is.
Your also missing the point Carmack is making:
Simplicity is good.
"more" (of anything) is NOT neccesairly better, in fact its often worse. In most fields of design the "classic" designs are often the most simple, enduring, timeless ones.
Peter, Paul And Mary
#1851 posted by pushplay on 2003/08/23 03:00:17
It's not Friday until I've pissed somebody off.
I didn't miss Carmack's point at all. "More" and simplicity are not mutually exclusive.
SM46...
#1852 posted by Shambler on 2003/08/23 06:59:50
They all sucked but...
Starbucks showed promise, nice bridges, the gameplay blew.
Harbs well yeah marvellous, not being able to reach the weapons in the middle was a high point.
Scampies, disappointingly, was actually quite cool. Totara Forest Arena for Quake! Could definitely go places.
Wrath.
#1853 posted by Shambler on 2003/08/23 07:00:19
Good morning babes!
Simple FPS Games.
#1854 posted by Shambler on 2003/08/23 07:02:06
There are other simple FPS games other than Quake. In fact some of them are pretty recent.
And teh Carmack thing....I dunno what vision he has of simple, but I don't think having a "use" key is really the ultimate in complexity. Seems like he's going a bit too far there IMHO.
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