Sup.
#21337 posted by Kinn on 2012/02/07 22:11:13
I just noticed Daz's playthrough of Marcher on youtube. I really appreciate that you made the time to do that - the nostalgia is smothering me, but in a good way. :) I can't believe it's been seven years.
Speaking of nostalgia, recently I sat down at my laptop and felt an overwhelming compelling force driving me to install radiant and start throwing brushes around. As eldritch architecture began to take diabolical shape, I began to realise that I wasn't making a map - the map was making me.
Did I say map? Oops, I meant episode, sorry.
Oh You Tease
#21338 posted by DaZ on 2012/02/07 22:14:59
Just finish it ok? :D
Kinn
#21339 posted by SleepwalkR on 2012/02/07 22:56:42
That's great news! It would be awesome to see new stuff from you. Any teaser screens?
#21340 posted by necros on 2012/02/07 23:23:23
\o/
Stuff
#21341 posted by Kinn on 2012/02/07 23:41:23
Any teaser screens?
Not really - everything is still in the rough blockout stages.
Please don't expect any bsp-pummelling experiments like Marcher, or silly hordes; I am no longer interested in abusing Quake with things like that - the itch for that sort of craziness has been well and truly scratched over the past seven years with other projects.
What has brought me back however is an urge to do something rather oldskool and dark - very Quakey. Quake as I remember it when I played it for the first time - not necessarily what Quake was in reality, but certainly what Quake feels like to me in my memory.
Well, I didn't really want to post anything, but I guess there are a few areas here and there where I decided to play around a bit more.
The following mono-textured doodles are all rather rough and mundane, and very subject to change:
http://i.imgur.com/4fcV0.jpg
Oh And
#21342 posted by Kinn on 2012/02/07 23:53:45
the title "Infinite Shore" comes from this track - which is what the architecture sounds like, if that makes any sense:
http://youtu.be/XfF6WttV_gI
#21343 posted by rj on 2012/02/08 00:16:31
those shots sum oldskool quake up perfectly; if that's what you were going for i wouldn't worry too much about varying the textures or adding more detail :)
Agreed!
#21344 posted by Drew on 2012/02/08 00:28:24
Good luck!
Ok
#21345 posted by DaZ on 2012/02/08 00:38:12
Now that you released pics, you have entered into a gentlemans agreement that you will finish and release that thing ;)
Looks great!
Heh
#21346 posted by Tronyn on 2012/02/08 02:07:31
Well Kinn, you may have no interest in abusing the BSP format, but.... now that the RMQ team has made BSP2 format (which massively expands every type of limit), what about abusing the BSP 2 format! Kidding aside I see your point: why force Quake to do stuff that other new engines do better, when you could just do what Quake does well. And from the looks of those shots, it looks like that's just what you're doing.
I Think
#21347 posted by stevenaaus on 2012/02/08 02:12:18
the scale of everything in Marcher was really well done. So many mods have you crammed in.
My View
#21348 posted by Tronyn on 2012/02/08 06:56:19
My view, as stated in an argument less than 2 weeks ago before Kinn himself (or so we THINK ITS HIM - lol) showed up, is that Marcher remains the best map design in a single bsp file ever made, and it will remain that forever. Say some person comes along who is even more ambitious than Kinn was in Marcher, he'll just use BSP2. Out of 1500 bsp files marcher.bsp wins.
If you talk about the gods, and draw pictures of them on the wall, make youtube videos about them, argue which of their achievements was best... they just might.... descend onto the surface of the earth one last time (lol jokes taking it too far... but it IS awesome to see Kinn show up 2 weeks after we had this discussion about how no one would ever top Marcher).
Kinn
#21349 posted by SleepwalkR on 2012/02/08 08:12:27
I can understand that you don't want to do anything like marcher again - it must have been a crazy amount of work to make it perfect. I'm just happy to see you return to Quake, not in the least because it means more new releases for me to play.
#21350 posted by negke on 2012/02/08 10:32:51
Marcher remains the best map design in a single bsp file ever made
This is debatable. What makes Marcher stand out is not so much a sophisticated design than its huge scale while still fitting into the standard bsp limits. Besides, before switching to BSP2, there's still the 2xBSP1 option.
#21351 posted by digs on 2012/02/08 10:34:29
2xBSP1: that is it?
Roulf
#21352 posted by spy on 2012/02/08 12:33:02
somebody should make a remake of the Marcher!
Marcher remains the best map design in a single bsp file ever made
It's this kinda stuff that drives people away from making short and sweet stuff :/
"It plays okay, but it's kinda small, not as good as this map!"
#21354 posted by Kinn on 2012/02/08 14:09:42
Tronyn - blimey - I'm extremely honoured by your comments.
Marcher was just an exercise in excess. I did not set out to make a statement like "this is how big I think all maps should be!" - it just kept growing, and at the end of it I realised that it was all a bit pointless. By that I mean well before the end its construction, it had stopped being fun to build, and if you're not having fun what's the point mapping?
A couple of things happened in the last few weeks that prompted me to fire up radiant again - basically I was reminded of what it was that I found fun about mapping; and none of it involved making big flamboyant monstrosities - there are far better mediums than Quake for that kind of creativity now - so I'm keeping things small (well, medium), and keeping it fun (for me).
Btw, where can I read about this BSP2 stuff and does it need a custom engine? Just curious - there's no way I'll be using it.
Kinn
#21355 posted by Spirit on 2012/02/08 15:24:42
nothing one should be excited about just yet. it needs a custom engine and there is only one at the moment and it is deeply in development from what I know.
crap, how will I handle bsp2 at quaddicted? it is not much different from other limit breaking maps for the user and even easier to support engine-wise, correct?
Info:
#21356 posted by ijed on 2012/02/08 15:38:21
Downloads:
http://kneedeepinthedoomed.wordpress.com/2012/01/09/sp-demo-3-release/
Mh's blog:
http://mhquake.blogspot.com/
Basically it bumps PC requirement to ~Doom3 whilst removing all map limitations or putting them so high that it doesn't really matter any more.
It's optimised for running big stuff, so would work well on a Marcher level, or several such areas with little to no vis blocking - if thats what you were doing ;)
BSP2 should be pretty easy to support yeah, just matters when LH, Spike etc. feel like doing it, most likely when the tech is more mature.
In any case it runs perfectly well now, and is in development - meaning Mh is needing feedback on features and so on.
Ah Ok
#21357 posted by Kinn on 2012/02/08 16:12:08
In that case, it won't affect me as my stuff is intended for WinQuake.
#21358 posted by rj on 2012/02/08 17:52:00
i've not even been able to run winquake since i first upgraded to xp.. 10 years ago? i've always kept it in my quake folder though cos i use the icon for .qc files :)
#21359 posted by Yhe1 on 2012/02/09 07:17:33
Kinn, do you still have the sources for Bastion and Marcher?
Yeah
#21360 posted by SleepwalkR on 2012/02/09 07:42:24
I would be interested in those to test my editor's performance.
What's Marcher's And Bastion's Total Brush Count Anyway?
#21361 posted by negke on 2012/02/09 10:31:15
Sleepy, if you're looking for maps with a large number of brushes, you can also try my 768 source, it has around 11000. I don't know if the sources of Ricky's base maps, especially the RMQ one, are available, but those should be extreme as well.
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