#19491 posted by negke on 2010/10/28 21:05:33
Being unarmed usually adds a lot to a (horror) game's scariness. Like the levels of Call of Cthulhu before one got weapons.
#19492 posted by gb on 2010/10/28 22:43:31
yay for screaming during gameplay videos.
http://www.youtube.com/watch?v=zTCAmmdNOKo
I guess this is similar to Penumbra?
Lol
#19493 posted by RickyT33 on 2010/10/29 12:59:01
#19494 posted by rj on 2010/10/29 18:05:35
that kid is my idol
#19495 posted by necros on 2010/10/29 19:29:21
why does he sound like there's a stick up his ass?
#19496 posted by spy on 2010/10/30 12:04:36
quake 1920x1080x32 timedemo
~1100fps i'm shocked
whatever......
One-way Trip To Mars Anyone?
#19497 posted by bear on 2010/10/31 13:19:12
If
#19498 posted by madfox on 2010/10/31 18:05:21
my true love would die on Venus.., what on earth?
New Years Resolution Project
#19499 posted by Zwiffle on 2010/11/01 00:36:52
I'm thinking of setting an actual New Years resolution type deal for 2011. I'm wondering if anyone thinks it's feasible to finish a 6-map episode in a year, sticking to a schedule of one finished map every two months, or whether it's too strict or too lax. I already have theme ideas, gameplay ideas, I'm just worried about actually finishing it, considering how long it's taking me to do my metal map.
Any thoughts/opinions/discussion, go.
#19500 posted by Trinca on 2010/11/01 00:59:01
my mapping time at the moment, since I can't map at work anymore :( is like 1 full map each two years :(
#19501 posted by necros on 2010/11/01 01:30:23
i guess it depends on the scope of your maps. two months is good for an id-sized map.
2 Years...
#19502 posted by JPL on 2010/11/01 09:44:32
... for giant map is not too much considering real life eats a lot of time :(
NY Resolutions Are Tend To Be Broken Anyway
#19503 posted by negke on 2010/11/01 10:06:31
I'd rather start smoking, then try to quit.
A 6-map episode does sound feasible, but you never know. Depends on your scope, yeah. id size is the way to go, and if you don't get carried away, two months for a medium-sized map should be enough. Of course there's a very real risk of getting bored half-way through. Working on a single map, the end of the process is in sight, whereas if finishing one means there are still five more to go, the feeling of achievement is smaller and possibly not rewarding enough to keep you going.
Seeing how long your metal map is taking, and assuming the lack of progress is because you just lost the initial drive/interest, it would probably be a better idea to go for an episode but release each map individually (IKQ style).
If You Do It
#19504 posted by bear on 2010/11/01 15:37:41
don't take two months to do each map, leave some months at the end to go over and do the finish on all maps.
#19505 posted by gb on 2010/11/02 02:01:20
six singleplayer maps in one year, as a hobby project, sounds unrealistic to me. You'd have to keep the motivation up over 12 full months and really force yourself to work on them. Without seeing paychecks regularly. You'd be doing it only for yourself, or for the glory. Or something. While you could be going out instead. And only about 20 people would play it, whereas if you make an ambitious L4D map, or a Crysis map, in the same time, a lot of people will play it.
Even if you stick to id size, id level of details, vanilla Quake... yeah, huge risk of getting bored.
I think one ambitious map at a time is really best, even if it takes long. Do speedmaps when you get stuck with your main project.
Episodes are for the masochistic IMO. After my part in RMQ is done, I plan on making single levels for relatively new games and have a nice website for them.
Partially Agree
#19506 posted by ijed on 2010/11/02 03:05:05
But I'd say 3 maps or so is easily doable - when you get bored with one you can work on another as long as the style changes some.
After RMQ I think I'll continue working inside it, but only on maps. All the tools and entities are great things - I've lost count of the Ogre variations we've been through and the final set is very versatile and fun to map with.
Just missing the Ogre Cook :D
He Also..,
#19507 posted by madfox on 2010/11/02 06:06:34
#19508 posted by necros on 2010/11/02 06:40:43
should have been in nehahra, imo
BWAHAHAHAA
#19509 posted by jt_ on 2010/11/02 17:17:39
Anyone still have the model?
New Dm And Oriontf Server Up
#19510 posted by jt_ on 2010/11/02 21:30:07
I set up a dm and oriontf server.
dm: bender.eugenics-research.org:26000
oriontf: bender.eugenics-research.org:27000
MOVETYPE_PUSH With A Non Bsp Model
#19511 posted by Vondur on 2010/11/03 13:08:06
I would release my map already if not this randomly happening crash message.... What's wrong? Light in the door? Trigger within a trigger? I can't find it.... (I use latest Fitzquake)
Ah Fek, Wrong Thread
#19512 posted by Vondur on 2010/11/03 16:30:54
but i think i fixed it
#19513 posted by negke on 2010/11/03 16:39:53
Test with BJP's engine and developer 1. The error is caused by a func entity without brush information. You can also identify the entity in question through the entity list (if it doesn't have a > symbol next to it).
Worldcraft>
#19514 posted by RickyT33 on 2010/11/03 16:52:01
Check map for problems>
Func_blah whatever entity doesnt have brush (or whatever it says I forget)>
close dialogue>
press "delete"
Bug gone :)
Whaaat?
#19515 posted by metlslime on 2010/11/03 19:29:30
vondur has a new map? awesome!
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