JPL
#2283 posted by aguirRe on 2005/07/01 06:06:28
It's Kell's Knave texture set.
Phait
#2284 posted by cyBeAr on 2005/07/01 06:21:07
you're mapping seems to go pretty well atm so I say stick to that and stop showing every little bit of progress you make so there's something left unseen when you're finished!
Phait
#2285 posted by bambuz on 2005/07/01 06:24:54
1) remove bobbing from camera runs (cl_bob 0)
2) if you want similar texts to appear on your gamedir's demo1.dem, so it starts playing as you start the pack, you can check how it was implemented in team fortress (if you run quake -game fortress there's a big nice introduction that starts playing).
Basically the texts are textures and the camera does swift movements. With nice sound sync.
3) fucking hell how good it looks. awesome job.
AguirRe / Vondur
#2286 posted by JPL on 2005/07/01 06:26:00
Thanks for the infos and related links ;)
Distrans & Pulsar
#2287 posted by bambuz on 2005/07/01 06:30:55
dis: show screenshots...
pulsar: looks really good... I wonder what the fps is...
Phait
#2288 posted by Kell on 2005/07/01 06:50:35
really nice cinematic stuff there - by george, you have the technique sir ^_~
I agree with cybear; don't spoil it - we get it. You're good at it. Now finish it.
Kekeke
#2289 posted by . on 2005/07/01 06:53:13
Ok I teased enough. I didn't plan on introducing any more little bits anyway.
Now, to be honest - I still feel the trailer was rushed, but I wanted to get it out of the way so I can resume work. And anyway it's just a teaser trailer, not a movie! I'll keep in mind the cl_bob stuff and that. I had actually thought about things like this, including keystroke speed - but didn't bother to look up the commands.
Thanks!
Phait
#2290 posted by Vondur on 2005/07/01 07:30:54
yeah, nice teaser, now go map
Teaser
#2291 posted by bambuz on 2005/07/01 07:58:26
it's important if you're going to have a wider audience for this (which i think might be reasonable)... but it's pretty good already and it's not the first concern anyway... :)
Actually, someone could make a trailer for the lost chapters too! With music.
Phait
#2292 posted by JPL on 2005/07/01 08:09:40
Really Nice Teaser... and maybe with a background music (Doomy-Gloomy like), it could be improved, but it's only my humble opinion... In anyway, release it soon !
Nonentity
#2293 posted by . on 2005/07/01 08:20:35
The building looks cools, but the cliffs are a bit flat, how about adding some horizontal breaks, rather than just vertical ones (at the moment they just look like walls along the edge of crazy paving)
By horizontal breaks, do you mean:
http://www.phait-accompli.com/q/s4/pre/rox.jpg
See the cropping up on the right? Did you essentially mean more variation in elevation and jutting out?
#2294 posted by gone on 2005/07/01 09:21:35
change the texture for something that looks like rock
the ID one looks like old wood or whatever
and shape looks nothing like rocks aswell
Tex
#2295 posted by . on 2005/07/01 09:38:42
That tex is actually named rock... I don't intend for the stuck-out bits to really be rocks, just parts of the cliff side or whatever.
Id's Inspiration
#2296 posted by bambuz on 2005/07/01 12:40:32
Maybe texas or some part of the world has rocks like that, dunno... doesn't look like northern european rocks anyway. :/
Are you dead-set on id textures?
Distrans
#2297 posted by bambuz on 2005/07/01 13:41:34
Ok, played your map a bit on localhost. Made even locs for it, I'm sending that to you.
I think it's very interesting and could be fun. At first I hated the void but now I'm pretty much ok with it.
There are certainly lots of places for interesting gameplay. A tad low fps near lg.
I don't like the hi-rl gimmick idea, but maybe it would work in-game, dunno. The beam is so thin that if you just shoot some rockets to it, the players will fall to the void - so it would a bit be easy to camp. Maybe it can be tested like this, I don't know if the place otherwise compensates for camping.
The low-rl was hard to find, actually found it only with spectator as did the quad button. I still haven't figured out the ra. :C
And what does a "coagula level" mean? That it's open and platformary?
It could have some interesting combat. I'll try to get it on our clan's private server and see if we can get some 2on2's or something on it.
In the future you could accompany a .txt to tell the gimmicks. (yea now it's still beta...)
I don't know if the layout is THAT hard to learn... if there's locs, it helps greatly when you can spam your own location when running around and figure if you're on the GA-path or YA-path etc..
RA.
#2298 posted by Shambler on 2005/07/02 00:33:00
RJ. As I said last night.
Bambuz...
#2299 posted by distrans on 2005/07/03 22:11:24
Tim Elek made a series of Quake levels named "Coagula", they can be found in the pak at http://www.planetquake.com/tronyn/cogcontest/ and a further collection of coagula maps can be found at http://www.planetquake.com/underworld/quakerev030814.html
I eagerly await the results of some 2on2 action!
The teleporter to the RA is triggered when the Quad gate is opened; it's below the ledge opposite the GA. Double jeopardy :) A good team of four might be able to control both but it's probably not doable with two. Or you could just RJ... something I thought I'd made rather difficult, but like speedrunners... good DM players will usually find a way.
(1) Screenie
#2300 posted by inertia on 2005/07/05 22:45:47
got the gameplay down, working on the visuals...
http://www.qwplayers.org/inertia/visuals1.png
INerd
#2301 posted by gone on 2005/07/06 00:41:54
ever heard of jpg and low bandwith connection?
Jpg
#2302 posted by inertia on 2005/07/06 00:44:40
is a proprietary format and in the interest of my laziness i will use the format that fuhquake exports to ;p
For Speedy And Vondur...
#2303 posted by inertia on 2005/07/06 01:16:59
WTF Is .png?
#2304 posted by Shambler on 2005/07/06 02:39:59
Anyway, the screenshot looks good, keep it going.
#2305 posted by gone on 2005/07/06 03:16:46
sham dont lie plz, it will do no good to him
Simple And Effective
#2306 posted by DaZ on 2005/07/06 05:05:54
looks simple, minimalist. Well it works, lighting behind the GL looks gay though, fix it! :)
Inertia:
#2307 posted by tron on 2005/07/06 05:05:55
is that the same map you were beta-testing a couple of weeks ago?
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