#20900 posted by gb on 2011/10/12 21:21:47
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.
#20901 posted by
Spirit on 2011/10/12 21:27:28
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...
#20902 posted by
necros on 2011/10/12 21:45:31
how did you manage to get the string ellipses thing to show up on a link?
#20904 posted by
Spirit on 2011/10/12 21:51:10
No idea, can't reproduce. :(

Hulk256

I Want To See The Q Lit Up
#20907 posted by
Zwiffle on 2011/10/12 22:09:20

It's A Much Better Symbol, True
#20908 posted by
ijed on 2011/10/13 00:40:14

Also
#20909 posted by
ijed on 2011/10/13 00:41:35
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.
#20910 posted by
Trinca on 2011/10/13 09:51:40
Spirit what is your opinion about the bees? why are the disappearing?
#20911 posted by
quakis on 2011/10/13 11:09:41
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
#20913 posted by
Trinca on 2011/10/13 16:03:57
oh I forget that you are to much "important" to respond! sry
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.
#20917 posted by
Trinca on 2011/10/13 20:37:12
SleepwalkR stay in your hole, this is nothing...

Awesome Evil Underwater Stuff
#20918 posted by Tronyn on 2011/10/14 06:43:50

Calm Down
#20919 posted by bear on 2011/10/14 12:18:03

Damn You Spirit
Now I want to replay Warpspasm again.

Re: Bear
#20921 posted by Tronyn on 2011/10/14 22:42:24
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
#20922 posted by
RickyT33 on 2011/10/18 12:01:22
#20923 posted by
Spirit on 2011/10/18 14:17:02
how dare you insult god.
btw ricky, how come you only follow the worst websites imaginable?

What Made Quake Great?
#20924 posted by
Infje on 2011/10/18 14:59:24
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