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
Holy Suffering Fuck
#224 posted by
ijed on 2008/09/13 19:06:39
That's impressive.
Why hadn't it already been done?
Love It :)
#225 posted by
DaZ on 2008/09/13 19:12:58
I hope its possible to save your entity changes to the bsp and/or to a .map file.
Would speed up creating & modifying gameplay scenarios a whole lot! :) In fact, its totally fucking awesome!