#23858 posted by Joel B on 2014/01/05 20:53:01
I think it would help to convince the FTE guy to wrap up and designate a more recent "stable" release.
Spike
#23859 posted by ijed on 2014/01/05 22:50:59
Spirit
#23860 posted by Spiney on 2014/01/06 04:26:25
I remember this site, not sure if it's got what you need (seems to have both timelapses and probes, but don't know if probe timelapses)
http://www.openfootage.net/
#23861 posted by Spirit on 2014/01/06 16:28:03
cheers, I looked around that site but it's underwhelming. The more interesting Ines cost money.
I am mostly looking for a full 360/90+ timelapse to fill the background of a rotation around my building.
I will look for some standard slow motion timelapses too though, for static camera scenes. Those should be easier to find.
What does "probe" mean here?
--------
someone should write a "minimal distance between info_player_start and a crate texture" BSP parser so we can objectively rate maps.
Actually
#23862 posted by Spirit on 2014/01/06 16:30:53
oh god, I want this for April fool's! objective ratings with eg
number of monsters
weapon arsenal
leafs vs portals ratio (or something like that)
average color
running in dosquake
day of the week of the release date
WarpSpasm Etc.
#23863 posted by Shambler on 2014/01/07 18:03:18
"It's as if some mappers are trying to copy Warp Spasm without actually taking note of what made Warp Spasm a manageable grind - good pacing, good balance, and a great atmosphere. "
"At the time there was a lot of discussion about how grueling the experience was for some. I can understand the sentiment, but unfortunately I'm mapping for me. "
I've been replaying WarpSpasm recently. Once again it is a horrifying but fascinating experience. In particular I am fascinated to remember that I originally managed to get 1/3 to 1/2 through most of the maps without dying. God knows I managed that.
I'm hesitant to say there is a "good" balance or "good" pacing. Nothing feels "good" about it....but it is not "bad", it is EVIL, relentlessly evil. The balance is evil, it is JUST enough to make it playable, the pacing is evil, it is relentlessly and consistently paced to be utterly gruelling for the player.
The gameplay isn't "fair"....but it is immaculately unfair with such deliberation and panache. The combats, the ambushes, the monster choice, the supplies - all laid out to make gameplay that is only just survivable with a feel that nothing whatsoever is stacked in the player's favour.
In short it is an act of cruelty towards Quake players, but done so effectively I still like it even though I don't enjoy it.
So What You're Saying
#23864 posted by Kinn on 2014/01/07 18:34:37
is WarpSpam is the Dark Souls of Quake?
Kinn.
#23865 posted by Shambler on 2014/01/07 18:42:13
From what I have heard, yes I guess?
Hah
#23866 posted by ijed on 2014/01/07 19:23:56
So I probably should play that then...
Shambler
#23867 posted by ijed on 2014/01/07 19:25:15
What difficulty / mode are you playing on?
There are hidden Quoth + and Quoth - modes in the start map which make it more and less difficult, respectively.
Also
#23868 posted by ijed on 2014/01/07 19:27:11
I remember you solving the, for want of a better phrase slaughter puzzle in the secret map as well.
That usually took me 10+ tries to get through on each session.
#23869 posted by Spiney on 2014/01/07 19:34:29
What does "probe" mean here?
Oh right, I'm referring mainly to those photographs of reflective or matte spheres (or a diffusely convolved cubemap etc...). Captured light from a real scene to lit a cg scene. Actually, I'm not sure 'probe' is correct terminology now I think of it. Afaik in film they're referred to it as that.
Shambler Revealed
Pro Motion
#23871 posted by Kinn on 2014/01/08 01:48:52
Any pixel pushers here use Cosmigo's "Pro Motion" for pixel art?
It seems to be what everyone recommends, and it appears to rock, but I can't find fuck all in terms of a community/forum for the program. I just need to ask some questions that aren't covered in the docs, that's all :(
Ijed.
#23872 posted by Shambler on 2014/01/08 10:09:39
Skill 2, same as before.
Incidentally I did try WarpC on Skill 0 last night and it is very easy. I'd always assumed that Warp Skill 0 would be harder than Id Skill 2 but it's not that hard.
Hmmmm, Quoth+ mode? Dear god.
Skillz
#23873 posted by ijed on 2014/01/08 13:21:24
I implement skill settings using my own ability level and innate knowledge of where all the monsters were positioned and how to get every secret as a base marker for skill 2/3.
On skill 2/3 you should be able to struggle through with enough ammo if you're frugal and not dying as long as you don't fuck up or do something stupid, and assuming you have a reasonable level of l33tness. Because of the size I tend to map at a lot of patience and a modiucim of masochism are probably a bonus as well.
As I place enemies I flag about half of them as not easy/normal and about quarter as not normal. And I never test normal or easy myself, trusting that the resources and reduction of enemies will have everything just work out.
People and playtesters who prefer normal and easy skills haven't complained as much as those who habitually play on hard, or maybe they're just less vocal. Although back then I remember a few did praise normal skill for being nicely balanced.
Quoth+ mode is untested as well... I only put those two options in after AguirRe added Quoth- since he found the Quoth enemies too tough. Essentially monsters of the same tier will be replaced with either their id1 or Quoth variants.
I can't be sure, but I think Gugs are rated the same tier as Shamblers. I seem to remember testing it in warpa and facing a horde of Gugs.
....
#23874 posted by Shambler on 2014/01/08 13:49:29
"I can't be sure, but I think Gugs are rated the same tier as Shamblers. I seem to remember testing it in warpa and facing a horde of Gugs."
Genuine LOL.
A brief look seemed to indicate that Spawn were replaced by Vorelings in Quoth+, while Grenade Enforcers were replaced by Grunts in Quoth-. Something very screwy going on there.
I am guessing the leap from Id 2 to Warp 2 is a vast amount larger than the leap from Id 0 to Warp 0, which is fairly sensible as it makes the maps potentially very difficult but still gives the choice to easy players.
Yeah
#23875 posted by ijed on 2014/01/08 14:09:15
It's not so much more/less difficult as more/less Quoth enemies, with - mode being suited to extra easy play.
Since it wasn't properly tested in + mode there may well be walkmonsters in wall and all the other issues auto-replacing can provoke.
The Soap Is A <s>Lie</s> Trap
#23876 posted by ijed on 2014/01/08 16:38:13
Aw
#23877 posted by ijed on 2014/01/08 16:38:30
The Soap Is A Lie Trap
Ello Gays!
#23878 posted by Shambler on 2014/01/08 16:57:26
I Love It
#23879 posted by RickyT33 on 2014/01/08 19:38:18
When the drains in my utility room backfire and sewage ends up all over the floor :(
Lol!
#23880 posted by Spiney on 2014/01/08 20:25:01
23864
#23881 posted by Drew on 2014/01/08 20:48:01
My thoughts exactly.
Question
#23882 posted by Tronyn on 2014/01/11 19:48:36
anyone want to help me out with some texture editing?
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