
Those Don't Look 
 
		#199 posted by 
Zwiffle on 2008/08/29 23:11:52
 
		half-bad, actually. 
 
 
 The mastermind is a bit of weeny, tho. 
	 
		
		
I Know 
 
		#200 posted by 
madfox on 2008/08/30 00:24:57
 
		but that is the texturing thing. The textures from doom are rather flat. And it takes quiet some time to do that better in Wally.
 
 For sofar I am only interested if I can make them excist in Quake. 
 And giving them a reasonable subroutine.
 
 Or playing x time the Imp map, and half the time 
 they become solid and won't die! 
 They just won't DIE, DIE ! Stupid IMPorted actor. 
	 
		
		
Madfox 
 
		#201 posted by 
RickyT33 on 2008/08/30 05:53:56
 
		You are a genius. Seriously.  I haven't got a clue what you meant, but fuck me did you mean it!
 
 Also:
 
 They look fucking perfect! 
	 
		
		
One Thing 
 
		#202 posted by 
RickyT33 on 2008/08/30 05:55:47
 
		http://members.home.nl/gimli/imp.j...
 
 I think the spider-mastermind is bigger :) 
 
	 
		
		
It's The Little One From Doom2, Guys 
 
		#204 posted by 
Lunaran on 2008/08/30 08:54:33
 
		you have played it, right?  
 
 
 Here's a nifty retro-article about Quake's then-ongoing development, written for Wired, by Marc Laidlaw:
 
http://members.chello.nl/rvlaan00/lovehtml/zeno/2_games/doom/doom3.htm  
	 
		
		
RickyT 
 
		#205 posted by 
madfox on 2008/08/30 20:15:47
 
		It's just a bunch of model property nonsense.
 I think it's the perspective vieuw that mislead your scale measure.
 
 Now I/m just playing Doom again to see how they realy were. 
	 
		
		
Travail Interview For Those Who Are Interested 
 
		#206 posted by Baker on 2008/09/03 03:20:31
		
	 
		
		
		#207 posted by 
[Kona] on 2008/09/03 04:09:28
 
		Oh nice interview, very detailed. You guys remembered my early involvement - yay! You know I had a big scrap left over for Trevail, it was just 2 large rooms, and one huge 3 tiered outdoor section. I should have donated it to Trevail!!! Maybe I'll still use it if I make another map one day. Here's some screenies:
 
 http://www.electricescape.com/etherealhell/other/qtoo-trevail-scraps.jpg
 
 So, you guys gonna do a Trevail sequel? :D I don't mind waiting another 5 years. 
 
	 
		
		
@Kona 
 
		#209 posted by Baker on 2008/09/03 05:01:40
		According to the distrans booth, "There is some hope that I will release dis_sp2: Grendel's Keep,
 a prequel to Travail, sometime during QExpo2008."
 
 
http://qexpo.tastyspleen.net/booth.php?id=77  
	 
		
		
		#210 posted by 
negke on 2008/09/03 08:50:17
 
		Baker: Nice interview, good job. Font choice and toilet paper backdrop make it awkward to read, though.
 
 Kona: The shots look awesome. Hope you do finish those scraps some time, or alternatively release them for other people to do. Maybe there's going to be a Travail addon... I have a fitting scrap, too. 
	 
		
		
Baker 
 
		
		That's way too hard to read in that font / size. 
	 
		
		
Kona 
 
		#212 posted by 
nitin on 2008/09/03 11:42:55
 
		release that map please :) 
	 
		
		
Distrans 
 
		#213 posted by 
necros on 2008/09/05 09:54:17
 
		nice, solid screenshots up on your booth, man :)  shame about the release date, but i'm sure it's worth the extra time. :) 
	 
		
		
Grendel's Keep 
 
		#214 posted by golden_boy on 2008/09/08 05:28:36
		The second screenie looks like something from Doom. The skybox definitely helps :)
 
 I might want to play that when it's finished. 
	 
		
		
Sagdoll Mod 
 
		#215 posted by 
metlslime on 2008/09/12 02:35:08
 
		looks pretty cool:
 
 http://qexpo.tastyspleen.net/booth.php?id=38&page=357
 
 I'll have to try it when I get home. 
 
	 
		
		
Its About Time 
 
		#216 posted by 
DaZ on 2008/09/12 06:21:46
 
		actually im really surprised someone didn't do it sooner.
 
 Looks like it needs some work, but as the guy is basicly pioneering this tech on the Quake engine I can let him off :)
 
 From a mapping perspective, it would be quite exciting to get a full physics engine to work with in Quake, you could create some really cool traps and puzzle elements with it! 
	 
		
		
Yeah! 
 
		#217 posted by 
- on 2008/09/12 06:22:57
 
		we could have that seesaw puzzle! and that puzzle where you cut a rope and a thing swings and hits another thing! The physics puzzles are endless!
 
 
 ... 
	 
		
		
		#218 posted by 
Zwiffle on 2008/09/12 06:49:39
 
		A real draw bridge would be neat. 
	 
		
		
Ragdoll 
 
		#220 posted by 
ijed on 2008/09/12 15:34:21
 
		So it turns off gibbing in favour of painting the level with big blood.
 
 Looks a bit like gameplay following technology so far, but it looks to be early days. 
	 
		
		
Wrasslin 
 
		#221 posted by 
Sielwolf on 2008/09/12 21:09:47
 
		http://qexpo.tastyspleen.net/booth.php?id=1
 
 Anyone played it ? The shambler referee is just too cool :P
 
 This sounds great: 
 Wouldn't this be a cool centrepiece gimmick for a REAL singleplayer map? i.e. you are roaming some base map and come across this ring where captured monsters are being made to fight.  
	 
		
		
		#222 posted by 
Lunaran on 2008/09/12 22:11:00
 
		you already get to watch infighting in quake except you're still a participant in the action.  I've never liked singleplayer ideas that start with "wouldn't it be neat if we made this thing and made the player look at it" 
	 
		
		
Woah 
 
		#223 posted by 
Spirit on 2008/09/13 18:35:16
 
		Check out lurker's "QuakeBuilder". That's gotta help a lot with map tweaking, setting up entities etc once 
.map or .ent dumping works. Awesome!
 
 http://qexpo.tastyspleen.net/booth.php?id=203