#21463 posted by Shambler on 2012/03/08 20:54:19
If username contains linseo, redirect to page with Quake question.
Bal: You Had Any Involvement In This?
#21464 posted by bear on 2012/03/09 15:38:54
Didn't see any triangular lights but you're working at quantic dream, right?
http://www.engadget.com/2012/03/08/quantic-dream-kara-demo/
Kara
#21465 posted by bal on 2012/03/09 16:46:21
Yeah, I worked a bit on it, but it was actually almost finished when I joined Quantic Dream, the video is about 1,5 years old, Sony sat on it for all that time for silly marketing reasons.
I did the heart segment, and some cleanup on various pieces of the character.
I Played A Czg Map
#21466 posted by DaZ on 2012/03/10 16:50:21
Sweet Lookin Map!
#21467 posted by sock on 2012/03/11 04:31:00
@Daz, I love it when you do a video play through of a quake map, fantastic idea, keep do them! :)
That map looks awesome, feels very cramped with the low arches and most of the combat seems to play with that design. It is interesting the final battle is spawn waves, feels very similar to the map included with rubicon2. Locked in a small space with tons of mobs. Never knew about this map, will have to check it out later!
#21468 posted by Yhe1 on 2012/03/11 04:33:00
Can I read Shambler's reviews of old Unreal levels somewhere? or are they gone for good?
Februus Depth...
#21469 posted by - on 2012/03/11 10:47:25
when I played it however long ago it was, I thought it was made by Vondur.
Rofl
#21470 posted by RickyT33 on 2012/03/12 18:55:59
Hilarious...
#21471 posted by JPL on 2012/03/13 11:21:15
... indeed :D
Nice One Daz!
#21472 posted by starbuck on 2012/03/14 11:03:52
Please keep those video playthroughs coming, was a good watch. Watched a bit of you and Cardo's Portal coop too, definitely get my vote as a less squeally Quakey version of Yogscast!
This
#21473 posted by ijed on 2012/03/14 20:16:52
Yeah
#21474 posted by sock on 2012/03/14 20:30:08
I saw that yesterday and he certainly has a good point because I love the fact I can be mobile anyway and play games. Especially on planes for long flights.
Gnyarr!!!!!!
#21475 posted by DaZ on 2012/03/15 11:26:34
The Living End by Necros - http://www.youtube.com/watch?v=iPKhoDDV2IU
Shit me this is good!
Consider Yourself Shat
#21476 posted by ijed on 2012/03/15 12:36:23
Thanks for the video :)
I'd Forgotten
#21477 posted by ijed on 2012/03/15 12:43:17
How good this one was.
Maybe it's just not noticing all the almost subliminal details whilst playing it.
#21478 posted by - on 2012/03/15 14:13:17
so big O_O
#21479 posted by necros on 2012/03/17 02:48:45
weird, i missed your post daz. thanks for the kind words!
i remember something about that scripted area... there are 4 doors that open up there, but the majority of the monsters are behind the doors that had no marking (the other two doors have that statue texture).
i wanted the player to be staring at those statue textured doors ready for monsters to pour out, only for the monsters to actually come out right behind them.
i'm evil. ^_^
also, it's funny but i've always had trouble getting players to stay on my platform rides. they always push the button and then either get off or don't get on at all! i think i design things that look more like traps or something instead of rides. :P
Heeh
#21480 posted by DaZ on 2012/03/17 03:58:29
also, it's funny but i've always had trouble getting players to stay on my platform rides.
Yes I ballsed up every button operated lift in the map :P
I think the problem is that the buttons are too far away from the actual platforms and there isn't enough wait before the platform starts to move. I was also unsure what the button did before I pushed it which is why I missed all the platforms the first time around :) There was nothing connecting the two visually and they were quite far apart, it also wasn't obvious that the platforms were actually moving parts before you pushed the button :D
The other small gripe I had was the long run back to where you were after getting the RL secret, having to ride both the slow lifts again and walk a bunch wasn't very fun, add a teleporter next time :D
Bloody good map.
Ne_lend
#21481 posted by negke on 2012/03/17 10:24:06
Where is that sound scripted sequence? I didn't notice it in the playthrough.
To be honest, when watching the video, the map didn't seem that bloody good to me, which is not to say I think it's bad, of course. The lava ambience is cool, and the level flows around the central pool nicely, but there's something about the architecture and style (textures?) of the rooms that felt somewhat off to me. Maybe it was just something from the video and the brighness filter? Dunno.
Starts At 8:08
#21482 posted by DaZ on 2012/03/17 14:10:20
in the vid.
Happy St. Patrick's Day!!!
#21483 posted by generic on 2012/03/17 20:48:20
So, Yes !
#21484 posted by JPL on 2012/03/18 08:49:45
Guiness for the breakfast !!
Ambush Ninja
#21485 posted by sock on 2012/03/19 15:43:02
@Daz, as always it was really cool to watch you play a map. :) I often felt the tension as you stopped and looked over a ledge wondering if it was safe to drop down for stuff. The map felt like a constant ambush to me and IMHO made the flow through the map too cautious.
@necros, your lifts look like traps, especially in that map. I think you used the 'ambush' idea too much and made people nervous about trying stuff. There were several rooms where it was just player being chased around by armies of knights. I did not feel there was much variety of encounter styles. I liked the idea of the 'show and tell' with the big teleporter in the middle of the lava but I think the map could of had more interaction with the middle.
Totally Quake Related:
#21486 posted by RickyT33 on 2012/03/19 20:41:15
^^^^^^^^
#21487 posted by - on 2012/03/19 21:36:48
EXCLUSIVE REAL LIFE SHAMBLER FOOTAGE
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