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levels were often created in weeks or even days

I've grown an appreciation for vanilla Quake levels... I fancy creating something at the quality / detail level of e3m2, the Vaults of Zin, within a few weeks. One of my favourite levels, it is small, cramped and doomlike but pretty versatile, while construction is absolutely primitive.

Sometimes our own expectation of perfection (and oh, do I suffer from that...) makes us do things in a more contrived or complex way than necessary.

Desire for perfection kills the appreciation for simple things that did not take massive efforts to create, yet are still fun to play in this case.

My own approach to mapping is like planning a war or running a government... innocence was lost along the way.

Then again, expectations have changed dramatically, too. Something at the quality and detail level of id1 (sloppy texturing, no details, totally "macro-oriented mapping") would be belittled today. FFS, we even invented the term "environment design" at some point. Talk about overcomplicated. Spoiled. 
 
to me warpspasm is a very eerie and extremely lonely (can't think of the right word) episode.


ps: fuck all web browsers that hide the protocol or even parameters. 
Interesting... 
how did you manage to get the string ellipses thing to show up on a link? 
Test 
 
No idea, can't reproduce. :( 
 
Clickable link: Warpspasm 
Hulk256 
is Hell in a Can, condensed.

http://www.quaddicted.com/reviews/hulk256.html 
I Want To See The Q Lit Up 
It's A Much Better Symbol, True 
 
Also 
Vaults of Zin has a very DM feel. My RMQ version strays from that. When I get back to it there'll be some changes. 
 
Spirit what is your opinion about the bees? why are the disappearing? 
 
Will be focusing on horror-themed reviews throughout both October and November on my site, which was also a good excuse to open up the Amnesia section. Even made a little banner to make the 'event' feel more official; http://taw.duke4.net/horrorbanner.jpg 
 
rip dmr 
 
oh I forget that you are to much "important" to respond! sry 
Whooosh 
I am. 
 
I think pretty much any quake level has the sense of isolation, simple due to a lack of NPCs or scripting leading to a world that is not only empty of anything but hostiles, but also static and empty of the scripted scenes that make up something like Half-Life.

I thought Rage actually recaptured this feeling quite nicely, although it could have done with some more set-pieces to vary things up. 
RAGEQUIT TRINCA 
 
 
SleepwalkR stay in your hole, this is nothing... 
Awesome Evil Underwater Stuff 
anyone see this by the way?

http://www.world-science.net/othernews/111010_ichthyosaur.htm

Shades of "Dagon" 
Calm Down 
Damn You Spirit 
Now I want to replay Warpspasm again. 
Re: Bear 
PHEW!!! I've been hyperventilating for the last 24 hours at the thought of that prehistoric sea monster coming to get me!... oh god, the window!
heh 
F@&% Apple 
 
how dare you insult god.


btw ricky, how come you only follow the worst websites imaginable? 
What Made Quake Great? 
Hello,

My name is Infje, I�m new here. Well not really, because I�ve been lurking here for years, but now I�m a registered user. I came to this community to ask you for a bit of your time. I�m working on a study about what made the original Quake so great? If you look around, it still has a dedicated following even though the game is more than 15 years old. That says a lot about the game and it�s fan.

I think the SP part is hard to classify. I remember reading that the team had creative differences, that it was originally intended to be an RPG and that there never was a design document. When the engine was finally finished, they threw in some Doom like weapons, polished the maps they had and released it. Or so I�ve read. Which resulted in a game that consists of mixed elements. There was no real story, unless you had read the small introduction in the readme file. But the game itself never really explained anything. Personally, I missed out on the MP since I hadn�t had Internet back then. But we all know it was quite a phenomenon.

The obvious things are easy to name: Full 3D world, Multiplayer, DM, Clans, etc.

But for me, since I missed out on the MP, Quake was all about the Lovecraftian horror, the traps, the secrets and the underwater passages. Nowadays many shooters only use water as a showcase, but back then, you could swim and explore. I really miss that.

This study is for my personal records. I like to look back on the things I enjoyed and get a better understanding of why it worked and better yet, would it still work now? Carmack hinted at going back to the original Quake but I wonder how you could create something new that still feels the same.

If you�re willing to share your views, please reply to this thread so I can take them into account. If it�s not appropriate for me to post this, feel free to delete it.

Thank you,

Infje 
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