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Spirit 
Quoth website is down :(

Bit of a pain, I was looking for the excellent skybox resource that was there.

(commences searching of web-dir) 
Found This: 
 
"quoth website" being what exactly? what url? 
Well I Mean The Signs Of Koth Website. 
Wasn't it once kell.quaddicted.com ?

I know the community largely outcast Kell for not releasing his sources, but that site was kinda awesome nonetheless. It had a good codex of Quoth stuff.

Interesting - typing Signs of Koth into google shows Kell has a little site here:

http://www.fortunecity.co.uk/jodrellbank/tiptree/162/koth/

And he has been making a L4D map too!

But #1 result points to

http://www.quaddicted.com/webarchive/kell.quaddicted.com/

Which is a bit of a shame, cause it used to be a pretty website. 
 
I thought you were going to become a web designer? Find index.html, click it.

But I should probably make the server return that as default there. 
Ricky 
You just need to click index.html on that list.

This is weird because the site displayed just fine the other day. Spirit!!!~1 
Webdesign Genius Hivemind 
 
Er - Ah - I See. 
Well furry muff.

You're welcome. :S 
Onetruepurple 
The old hosted websites are all static now and reside in the webarchive. I actually redirect all visitors to the new location. Links should be working if the files were linked on their websites. Mail me if things (that were public) are missing. 
 
I don't think the community "largely outcast" kell. There were like two-three people that were very vocal about wanting the source released. I don't think anyone else had a strong opinion about it. 
Not Me 
Wouldn't mind a new Kell sp right now. 
Ditto 
 
Geuss I Missed That Drama 
But it makes me sad, Kell is great. Quoth is great, come back Kell :( 
Anybody Up For DMCfying Kell's DM Maps? 
 
Kell 
anyone remember those otherworldly palace shots Kell had? those looked awesome. 
Otp 
dmc2m5 
I Dont Remember Any Drama 
 
Yeah 
TBF I know the community largely outcast Kell is total bullcrap. There was a bit of sniping and he stopped posting here. I have a lot to say for Kell, he was one of the first people who really helped me a lot with the mapping n stuff. Infact I think he pointed me to this website in the first place. 
 
Kell made good, inspiring maps. Didn't know him very well. 
 
he didn't stop posting because of any kind of sniping crap, he stopped posting cause he's got a life outside of func. :P 
 
I was afraid he stopped coming here because I kept pestering him about Contract Revoked 2 :( 
Alright 
I'm a fagot, lunaran. 
 
I want my open source Quoth 3! pppppppurrrleeeaaaase :p 
Quoth Sauce 
I don't know what the reason was to not release the source. The ironic thing is that nothing in Quoth is rocket science. A good look at the Scourge of Armagon, Custents and Chapters source speaks volumes. I'm almost thinking the intention behind Quoth (as far as mapping features and coding go) was to create Scourge++.

Most Quake mods only cook with water including Quoth.

A lot of the source for mapping entities such as sound players, hordespawn, triggers with more target fields (that can wait to be triggered), breakables, pushables and so on can probably be found in things like Scourge of Armagon, QIP, Extras, Custents, Chapters, Drake and RMQ.

Personally I think a major roadblock for Quoth was the idea that it should never challenge the player's expectations. Meaning, it should behave like Quake and run in any engine (that supports Scourge, because of the HUD - another unfortunate limit).

This idea makes it attractive to people who just want "Quake++" (or Scourge++). But at the same time, this mindset in itself, plus the closed source nature of Quoth, is a restriction for everybody who wants more.

And that's why Quoth is not the base of most singleplayer mods, which it probably could have been if it had been managed better and with more foresight. For example Quoth could have been the base of RMQ if it wasn't for its restrictive nature.

Again ironically, Quoth does change the Quake formula quite a bit by introducing monsters with more hitpoints, but at the same time keeping weapon damage to vanilla Quake levels. This means it takes longer to kill individual monsters, which slows down the gameplay. This in a game that's famous for fast, no-frills gameplay almost as much as Doom 2.

It's OK to give the Gug a ton of hitpoints. But the concept is also applied to lower level monsters that have traditionally been cannon fodder for good reasons. Take the voreling as an example. Too much health.

The introduction of the Trinity does potentially offset this, but only a little. A powerup that grants the player 2x damage or 2x the rate of fire across the board would have done more to alleviate this problem. Or just raising the damage of certain basic weapons, which is done a lot recently (Drake, RMQ, Necros' latest map). 
It Was 
Suggested that we port the Qouth enemies to RMQ but we decided to keep our own identity.

And the Quoth team's stance was to keep their source closed, so we respected that. Although playing a Qouth or Nehahra map under RMQ should swap out the majority of entities to our equivalents, but not some of the more complex trigger entities.

I did consider porting the Rubicon enemies, but that was voted down for the first reason. 
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