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Negkekekeke :( 
 
 
5 million years later... i found a backup of ne_tower's .map source (i thought i had lost it) so i put that up for download: http://necros.slipgateconstruct.com/downloads/ne_tower_mapsrc.zip

nothing really amazing in there, and the terrain is actually butt ugly when you see it in the editor. man was i lazy. 
 
Yeah and you already explained the corpse drag :p 
 
heh yeah... dunno, just figured i may as well. ne_doom and ne_lend sources are up too now. 
Awesome 
I love rummaging through other people's source files, always gives me a chance to learn new tricks and layouts. Thanks :) 
The Terrain? 
First thing I noticed was unaligned wizmet1_2, damnit. Consider this your yellow card!!!

Tip: You can save some lightmaps by increasing the texture scale on larger trigger volumes to some high value. 
Negke... 
is a texture alignment nazi. Seriously, he spots EVERYTHING... even stuff you have aligned to the limits your editor will allow. If it's 1 pixel off, Negke won't be happy with you.

I tried to appease him, but alas, there are still some incredibly tiny misalignments in my map. 
Negke 
I am pretty sure that's why he shaves his head. He could not live with one stray hair ruining the perfect look. 
<-kiss It Is My Way Of Saying I Love You :> 
I don't shave my head. 
<- 00rt 
get it right, fucker 
<- 00rt For Real This Time 
fuckkkk 
Videoz 
dm3rmx by thannerz - http://youtu.be/ShBqodvHNLA

got a dm7rmx vid done also, will be up tomorrow probably. 
Thanks 
video was cool. You absolutely breezed through that.

It plays much better in Quoth because you only get 2 cells per enforcer, which means the latter half of the map is much more of a challenge.

Also, the early 3 Shambler ambush was designed to scare the player into running forward, but it didn't work right :/ I think I should have made hard properly hard, but I added too much ammo at the end.

Oh well!

Looking forward to the dm7rmx one. 
 
YOU DIDN'T SAY 'ello guys' AT THE START.

DO IT AGAIN 
I Prefer "ello Treacle" 
delivered in a gravelly cockney accent. 
That RA Stairs Room 
has fantastic gameplay! 
Nice Video Dranz 
have to agree with commenter #2 though - some occasional commentary might be nice. 
Heh 
Just when I think I've got a format that works for Quake videos :)

Might give full commentary a go then and see how it works. While I'm posting, what are everyone's thoughts on the motion blur in this video?
For comparison: http://www.youtube.com/watch?v=ShBqodvHNLA (motion blur)
http://www.youtube.com/watch?v=_6gIOrTXXQk (no motion blur)

I use no motion blur in my half-life videos, but I find that it works quite nicely in Quake. I really notice the 30fps limit in Quake videos and the motion blur helps disguise it somewhat.

I know Spirit hates it :) Just curious what others think. 
 
err at not displaying the weapon and ammo bar :p 
Is It *really* Needed? :P 
I would hide all the ui but I suppose its nice to see my health as I play. 
 
Commentary may be nice on rare occasions, but I find it generally annoying in many playthrough videos (sometimes extremely so, especially if it's an on-the-fly one), and therefore suggest against it.

I dislike motion blue and always turn it off in games. Quake videos in particular do not benefit from it. Quite the contrary - it looks more like bad compression. I'm all for keeping it clean. 
I Found The Motion Blur 
quite distracting.

Re commentary: I would also prefer occasional comments about noteworthy things, like great architecture, lighting or outstanding combat situations. But only if they give additional insights. So definitely not on-the-fly commentary.

I think maybe what I want requires a different kind of video, kind of like a video review with in-depth analysis of the map's gameplay mechanics. I would be very interested in that, but I realize that it would be very time consuming. 
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