Dreamhost
#18616 posted by bear on 2010/05/18 02:46:18
Since I think some of you might still be using dreamhost - have the prices gone up or did I simply have enough money to not care the last time I renewed my hosting?
@#18615
#18617 posted by meTch on 2010/05/18 03:10:55
talk about roll of the dice eh?
#18618 posted by gb on 2010/05/18 05:48:47
> So, arguably, our diversity of 'life' is dependant on two unusually large pieces of rock and gas; the other being Jupiter whose huge gravity collects wayward asteroids and the like.
How poetic.
Interesting Mod Here:
#18619 posted by metlslime on 2010/05/19 09:29:45
http://quakeone.com/forums/quake-mod-releases/works-progress/5517-angel-blink-mod-2.html
Because you can't hurt an enemy when he is in your line of sight, you have to mostly run past guys until you get a projectile weapon. With the nailgun, it's possible to start killing guys but not easy. Maneuvering through a level becomes more of a puzzle-solving excercise.
Maybe not very balanced on standard maps but it might be interesting to make a map specifically for this.
O_O
#18620 posted by necros on 2010/05/19 09:45:39
very weird. can't say i'd want to play more than one map like that (i just did a run through in e1m1) but it's eerie for some reason.
just thinking about it on paper, i'd say it's be better if the monsters were just flat out invulnerable (or weapons were removed). but i guess, if you made a map for it, you could just not give any weapons. :)
The "Statues Mod"
#18621 posted by Baker on 2010/05/19 14:20:49
Can't hurt them when you are looking at them.
They can't move when you are looking at them.
Stop watching them and you get it in the back.
It's a freaky mod. Multiple monsters can become highly problematic. Even with grunts and dogs.
Ironically, I posted the idea at Inside3D forums just a couple of weeks ago.
Then 2 weeks later, Morkai, who never even read that delivers it to QuakeOne forums with source code out-of-the-blue. [So obviously I made him some gray skins to go with it.] End joke. ;)
I consider this highly unlikely and bizarre coincidence, of course, more concrete evidence of my theory of a "Baker-centric universe" where the universe was designed specifically for me [hence my obligation to return all favors to universe in spades].
But I digress ...
Anyway, this mod is creepy and has new Quake monster written all over it.
Either way, if you want to see perhaps the most interesting monster twist ever try Morkai's mod.
[Apparently he last participated in the 2005 Quake Expo. So he has past Quake modding experience.]
Like metlslime said, the gameplay consequences only go "ok" with the id1 maps but it doesn't take much imagination to see how in a map designed for it, it could be intense.
Anywho, if you try the mod and find that you like it, consider giving Morkai a "Kudos" for the mod in the thread metl linked.
"End Joke"
#18622 posted by Baker on 2010/05/19 14:23:32
"End joke" in post above goes in following paragraph. Epic Baker Fail.
#18623 posted by JneeraZ on 2010/05/19 14:59:23
This was inspired by the latest Dr.Who episode I imagine ... the weeping angels? They had statues that worked basically like that.
Cool mod!
Statues Mod
#18624 posted by starbuck on 2010/05/19 15:41:05
Very cool. I agree that it deserves custom gameplay/levels/monsters though.
ideas for gameplay:
Beacons you could light up, or drop, that freezes them within a certain area whether they could see you or not.
In a similar vein, 'safe rooms'. I love games that really have a contrast between safe and comfortable areas, and dangerous, unknown places.
To increase the eerieness/scare factor, monsters that do huge damage if they get to actually touch you.
(Limited ammo) weapons that actually can hurt the statues.
More weapons with ricochet attacks so you can damage the monsters with skillful shooting (which of course is much harder under pressure).
Monsters that move in interesting ways - this is a rather undeveloped thought, but I was imagining chess pieces, like guys that can only move in one direction, or only jump forward a set amount. Then if you combined them with environments with appropriate obstacles/layouts you've got the basis of some puzzles.
I've been tempted to make a flash game for a while, I'm actually tempted to expand this idea and give it a go...
#18625 posted by Spirit on 2010/05/19 16:33:38
The mod would be even better if there was a short freeze period, like 0.3s in which the monster slows down to a halt and vice versa. Maybe combined with a sound effect and blending into the grey skin (sometimes tells me things like these are why DP is so popular, heh).
^ In My Opinion
#18626 posted by Spirit on 2010/05/19 16:34:40
Also starbuck's ideas are delicious except for the rotten Flash bit. Maybe Pygame would be an option?
#18627 posted by starbuck on 2010/05/19 17:51:02
I definitely agree on the slower freezing. Don't want to derail with game platform discussion, but I can't see any projects that looked very pro when I checked out Pygame, are they out there somewhere?
My criteria for picking a platform are pretty standard - easy to develop with, produces nice result, easy for people to try.
Contenders are Flash (scores pretty high in all), Unity (extremely easy to use, but requires a plugin that'll shrink the audience) or to make an iPhone app (looking for an excuse to buy a macbook pro,really :))
Hey...
#18628 posted by bal on 2010/05/19 20:08:06
It's funny me and a collegue were talking about something a bit similar a few days back, started from talking about Left 4 Dead and Alan Wake.
The idea was zombies, that move really slowly when you can see them, but really fast when you can't (this can be not only due to player field of view, but also pitch dark areas etc).
We were talking about is as a multiplayer mode though, think L4D versus like this, with the survivors having no weapons (maybe only flash lights, with limited battery/recharge rate), and the zombies being other players, trying to get as close to the survivors as possible to grab them... Not so sure it would work out as is, but could be interesting.
Peek-a-boo
#18629 posted by bear on 2010/05/19 21:11:22
smw
Damn You Shigeru Miyamoto!!
#18630 posted by bal on 2010/05/19 23:30:48
Speaking Of Shigeru....
#18631 posted by metlslime on 2010/05/20 00:39:33
Mario Galaxy 2 is about to be released....
#18632 posted by Zwiffle on 2010/05/20 01:57:48
Got mine preordered from Amazon, then gonna use the $20 preorder promo code to buy Bioshock 2 Collectors Edition.
Sweet.
Twitter
#18633 posted by Jago on 2010/05/21 02:25:50
So any of you folks use Twitter?
#18634 posted by Zwiffle on 2010/05/21 02:58:00
No one uses Twitter.
It is a dead medium.
That's Constructive
#18635 posted by stevenaaus on 2010/05/21 06:06:43
But it is brain dead
Twitter
#18636 posted by Jago on 2010/05/21 10:21:13
I was really pretty late to the whole social media thing, but now having watched Facebook "evolve" over time, it feels so bloated and awkward, that the simplicity of Twitter (which I originally thought of as way too limited) actually starts looking very very good.
#18637 posted by JneeraZ on 2010/05/21 11:32:43
"No one uses Twitter."
Except for the millions of tweets sent every day, yes, no one uses it.
Lol
#18638 posted by RickyT33 on 2010/05/21 12:22:11
I personally dont know anyone who uses Twitter, but I did read some of the QuakeLIVE tweets a while ago.
But just because its not a major part of my tiny existence does not mean anything really! I mean who the hell am I?
@Willem RT @Spy: @madfox Check Your #mail
#18639 posted by Spirit on 2010/05/21 13:21:32
#18640 posted by JneeraZ on 2010/05/21 14:01:11
That a collection of bitter misanthropes who hang out on a message board in support of a 12 year old game don't know anyone who uses Twitter is not particularly surprising news. *eyeroll*
heh.
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