Love Daz's Channel
#3 posted by starbuck on 2013/07/13 13:54:37
It's great comfort viewing, and seeing as I'm too lazy to open Quake nowadays, it's a good way to live vicariously through Darren Weekes.
The level design / mapping theory chat is brilliant I agree. I've definitely learned a fair bit, despite my best efforts.
Keep this shit up dazzo, you're gonna be a star
MFXSP6
#4 posted by DaZ on 2013/07/13 23:02:54
Interesting.
#5 posted by Shambler on 2013/07/15 12:27:05
I think you're being a bit harsh about the layout on that one Daz. A lot of current maps have linear-ish layouts and a lot of them have structures you can't reach, to give the impression of being in a bigger area/building than you actually are....it's fairly normal?? And this map does compensate for it with a lot of varied secrets.
Good points about all the little niggles with buttons and stuff, also I like how you don't slag off the gameplay in this because I agree for the most part it's good fun.
BTW it is possible to get SNG + Quad +3Nail in this, makes the ending excellent.
#6 posted by DaZ on 2013/07/15 17:35:24
The issue I had is that there are lots of areas in the map where the player *should* have been able to progress in a non-linear fashion but there were giant obvious clip brushes preventing this. I hate that! :)
For me the level would have been straight up better if these clip brushes had been replaced with solid walls or perhaps barred windows or something. It's psychological I guess :)
Trrue.
#7 posted by Shambler on 2013/07/15 18:33:47
Clip brushes are not the way. This isn't a shitty modern on-rails game!
I Agree
with daz on the clip brush placement, having an invisible forcefield is always a bad move when it looks easily accessible. I tried for a good 5 minutes trying to jump through a few of those gaps (mostly to see if there were secret areas).
MFX should probably should have added glass or a textured wall there.
#9 posted by Spirit on 2013/07/15 19:14:34
Or a knee-high ledge without attaching a third-person animation!
Thanks for promoting Daz' videos, I neglected to watch them recently but really enjoyed watching some today.
Same
#10 posted by Drew on 2013/07/15 21:10:08
Always good commentary, even if I disagree at points.
Just Watched Mfxsp6
#11 posted by Drew on 2013/07/18 06:54:38
Agree with Shambler, but also am glad you put up your review. Hopefully it'll inspire him to test a bit more with the next one... where did mfx go, anyway?
Right Here!
#12 posted by mfx on 2013/07/19 11:56:37
Derping
#13 posted by mfx on 2013/08/02 22:55:49
with, at least what my GF says, a 'sexy voice'....
Don�t die 10.000 feet below...
And..
#14 posted by mfx on 2013/08/02 23:18:33
tbh i like Daz�s videos, they are teacherous at some point, which actually helps a lot!
And at the other hand, he shares his insights about leveldesign, which offers nearly everytime a totally new view on some issues...(to me).
DaZ yeah, keep on doing this!
Of Course
#15 posted by mfx on 2013/08/02 23:43:08
An Array Of Squares That Change Colour 30 Times A Second
#16 posted by DaZ on 2013/08/09 21:37:12
A past and future secret by Matthias Worch and Negke - https://www.youtube.com/watch?v=KR4O_VFfUUo
Nice One Daz. P.s. Add It To Map News Thread Too.
#17 posted by Shambler on 2013/08/09 23:14:00
You've highlighted all the gameplay qualities well. I like you describing the Ogre corridor as very "classic Quake" - that sums up what I liked about this map, that a lot of the gameplay trickery and ambushes felt like how Quake felt for the first time - subtle little tricks and surprises that keep adding spice throughout the map.
I too really liked the silver key area. I know neggers was agonising over that to try to make it interesting but palatable to most players, and it worked well.
You can just straight jump to the GL BTW.
#18 posted by Joel B on 2013/08/10 21:15:27
My memories of the original BB were a lot about the (as Shambler says) "subtle little tricks and surprises that keep adding spice", so it was nice that this release had the same spirit.
Those
#19 posted by ijed on 2013/08/11 01:45:31
ogre cages really did me over - it's rare that the bounce of their projectiles is used horizontally.
Hehee...
#20 posted by distrans on 2013/08/11 12:08:19
...neggers :)
DaZ
#21 posted by JPL on 2013/08/11 15:46:15
Nice demo as usual ;)
@DaZ
#22 posted by mfx not logged in on 2013/08/12 21:31:21
....very good video, thank you!
Carved In Flesh
#23 posted by DaZ on 2013/08/27 15:28:18
By Shaun "[Kona]" Ross - https://www.youtube.com/watch?v=QFTtEB4qC3s
I would have done a single video for all 3 maps but my internet has been dodgy as shit lately so smaller uploads = good atm. Part 2 coming as soon as I can figure out how to give myself the custom weapons used in this mod with console commands :P
#24 posted by Spirit on 2013/08/27 18:37:02
you can resume uploads to youtube, I think up to 24h. just upload the same file again and it will continue where you left. At least with chromium.
Hmm
#25 posted by DaZ on 2013/08/27 18:42:17
Doesn't seem to work so well with FF I guess. Had a whole bunch of dead uploads :P
Will have to try chrome again soon!
Nice
#26 posted by ALLCAPS on 2013/08/29 03:45:08
I like the channel as well. The intro on Trenchbroom was what pulled me into the Q1 mapping scene again.
Part 2
#27 posted by DaZ on 2013/08/30 21:35:28
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