#29861 posted by
killpixel on 2017/12/20 19:56:37
@metl - yeah, it's sweet. I think I got it and some others from the unity asset store for like $5.
@shambler - I was thinking more along the lines of a 'pirate' themed, semi open world shoot n' loot with a Blizzard-esque aesthetic. This is actually something I've wanted to do for a while now.
@nitin - I think so too. I'm a sucker for bright colors and video game water.
Killpixel.
#29862 posted by
Shambler on 2017/12/20 22:33:29
So Assassins Creed Black Flag meets Torchlight 2 from an FPS perspective. Something for your forthcoming game engine.....
Just Sayin'
#29863 posted by iriyap on 2017/12/21 04:02:25
I'd play the shit out of a Quake map pack / TC in a cartoon fantasy style like Torchlight or other lighthearted RPG's.
I think hand painted textures like this would work pretty well:
https://9thknight.deviantart.com/art/Painted-Tiles-466379311
@killpixel
#29864 posted by
Qmaster on 2017/12/21 13:50:27
Go for it. Seems that whatever you touch turns to awesome. Looking good.
#29865 posted by
killpixel on 2017/12/21 23:17:12
@shambler - TL2's light rpg elements would fit well in an old school fps with a little more streamlining imo.
@iriyap - same here.
@qmaster - thank you, good sir!
About The Ogres...
#29867 posted by
Redfield on 2017/12/23 05:04:43
Looking at the ogre art/models above I am reminded of a custom ogre that is Madfox's excellent Fourfeather:
https://www.quaddicted.com/reviews/fourfeather0.html
The new ogre in this map does seem to resemble these models, I wonder is it an original or are these models available somewhere - Madfox? I'm going to guess he made it because of all the other custom stuff in the map (Bender!)
Also,
@killpixel - looks awesome. For some reason the art style in those videos reminds me of the Rayman universe.
@Redfield
#29868 posted by
Redfield on 2017/12/23 07:45:52
To answer my own question, it seems that in the readme for Fourfeather the ogres are based on the ones in QuakeTest with some modification. So it is indeed a model of an alternative ogre design. A cool piece of Quake history.
Merry Christmas
#29869 posted by
SleepwalkR on 2017/12/24 21:07:49
Hope everyone is well, has a full belly and some nice presents I’m good company.
Good Company To All Of You! <3
#29871 posted by
bal on 2017/12/25 00:26:18
SleepwalkR, You'll Always Be The Goodest Of Company.
#29872 posted by
- on 2017/12/25 03:04:40
Happy Holidays!
SleepwalkR, You'll Always Be The Goodest Of Company.
#29873 posted by
- on 2017/12/25 03:04:40
Happy Holidays!
@sleepwalker
Happy Holidays. Thx for all the hard work on TB! A gift all year round.
Happy Mass All
#29875 posted by
madfox on 2017/12/25 05:00:45
are these models available somewhere
Yes, they are. I reassembled some files together and left it on Quaketastic. For defense they needed the Rubicon files, so it's a bit hard to extract them.
It's allso the one that's used in QuakeReMake.
EldenOgre
Quake 2: Sonic Mayhem
#29877 posted by
Vondur on 2017/12/25 15:18:31
rejected here because there's no info about what it is at all. need screens and short description at least.
#29857
#29878 posted by
mankrip on 2017/12/28 01:35:17
The day scene is awesome. The night scene isn't as impressive for me, but it has a more consistent visual style.
What Happened To Nonentity
#29879 posted by
spy on 2017/12/29 12:07:21
it's been awhile since his last visit this place
Why Does Doom Attract More New Players?
I don't mean this as a post to stir things up. It's a genuine question. Is it purely down to Doom being simpler to map for?
I love both games but I've often wondered why Quake just doesn't get the same level of newcomers even though the game itself is probably more influential in the industry...
How Many Layers Of Mapping Are You On
#29881 posted by
Spud on 2017/12/29 15:56:57
Simplicity is probably a big part of it. Figure that to get a basic Doom map from the editor to playing in-game, you need maybe one or two programs total, you can make the whole thing from the top view drawing walls and floors and doors, and you play it by dragging the .wad onto the game of your choice. With Quake you have at bare minimum four separate executable files- map editor, qbsp, light, and vis- with the latter three either requiring an editor that can auto-compile by filling out the paths for the tools, a fifth dedicated tool to act as a GUI (like Necros's compiling GUI), or running them all through the command line which is just silly (even though that's how it was done back in the day).
Then once you get a hang of the tools themselves, the world of brush based mapping can be confusing to a newcomer if they're used to Doom's dedicated floors/walls/etc, and despite the incredible amount of flexibility even Quake's basic map system gives compared to Doom's 2.5D (read: not requiring source ports or hacks for completely basic stuff like rooms over rooms or sloped surfaces- when everything counts as just a plain brush face, there's no floor/ceiling nonsense!), they then get to learn about fun things like using light entities instead of fullbright sectors, what leaks are and why their map is running so slow, scripting with triggers, relays and counters, and so on.
So then after all that you've decided instead of just map making, you want to delve into full-on modding, new enemies, weapons, what have you, and you discover there's nothing here but QuakeC which- while again, is arguably more powerful than Doom's various script types and infinitely more versatile as it isn't sourceport-dependent- requires, well, learning QuakeC. Then for actually getting visual representations of your snazzy new gun/monster/what have you, it's time to learn 3D modeling and track down all the tools and limitations required to make your project fit into Quake's ancient model and animation system, there's no fudging around in MS Paint for an hour kit-bashing someone else's sprites to make your very own pixelly masterpiece.
There's also the matter of popularity, which is a self-fueling thing like an engine dieseling after you cut the spark- while breaking 100 maps in a year is a milestone for a smaller community like func_ and the related Q1SP communities, Doom's modding community is staggeringly large, and people who want to make something for a wider playerbase- be it because they want the recognition or just wanting more people to be able to experience their work- will naturally be drawn to the game that already has a large base. It doesn't help that Doom has been basically 'memed to death' (for lack of a better term) ranging from endless agitating skellington 'jokes' to "But can it run Doom?" for every toaster oven, VR headset and digital wristwatch in existence, while Quake has always been kind of a black sheep outside Quakers themselves due to the pretty darn big differences between games and how- much like UT99/UT2004- Quake players seem to always be at each other's throat about why Your Favorite Quake actually sucks and why My Favorite Quake is the best game ever made, with the Quake series as a whole obviously going on to gain fame as a multiplayer franchise, and Q1/Q2 SP left in the dust to be forever shat upon by Doom players angry the double barrel shotgun can't kill an Ogre in one shot.
tl;dr duum is for brainlets, play more quake
#29883 posted by
mankrip on 2017/12/29 17:06:06
Doom attracts sprite artists. Quake doesn't.
Job Offer In The Jobs Thread
#29884 posted by
adib on 2017/12/30 17:25:34
Guys, Skiffy posted a real job offer for level designers in the Jobs thread. That thread gets spam so often that people sometimes don't bother looking. But that one is for real.
Thoughts On Centerprint Print Text?
#29885 posted by
killpixel on 2017/12/31 04:21:15
For locked doors and such. I like its unambiguity but it's not very elegant and feels too separate from the world. I would prefer a simple sound effect to convey the message but fear that's not clear enough...