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Custom Derper.
http://www.youtube.com/user/darrenweekes/videos?sort=dd&view=0&shelf_index=0

I am getting a bit of a geek-crush on the smoothly spoken Englishman that is DAZ with his insightful and thought-provoking series of derping around missing all the secrets and even items that are right in front of him errrr I mean talking about mapping while playing cool levels. So I thought his channel was worth it's own seperate thread - entertaining for players and mapping veterans, and potentially very useful for newer mappers as DAZ does offer some really good views on mapping theory. Also DAZ go ahead and put all your updates in here.
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I'm pretty sure just one intermission camera is enough, and 4 is only the limit. 
Intermission Camera 
Doesn't it choose one of up to four at random? And if none, then the players start position? 
that is the behaviour I have observed 
That's Essentially It 
Also fun fact: you can killtarget intermission cameras. Get some sweet conditional action up in that. 
Also 
In the Shadows allowed you to switch between the cameras on the intermission screen by firing, I thought it was a pretty nifty addition. 
Hmmm 
Maybe it could automatically cycle through them. 
A Floating Disembodied Camera Moving Around Polygons 
aka The Halls of the Blood God by Scampie https://www.youtube.com/watch?v=wChHZj3hq5k

Youtube is being slow to encode the higher resolution 60fps version of the video so give it some time if its not available yet! 
Shared This On My Tumblr Blog. 
I might play trough it without cheating sometime. 
 
WAY TO MISS ALL THE REALLY EASY SECRETS

Also, the ammo and health don't respawn on timers, but instead they respawn along with waves of enemies. Means the health and ammo is controlled so that you have enough for all the respawns, but never lets you get too much to break the balance. 
Some White And Blue With Yellow Stains 
aka IKWHITE THEME OF SKACKY aka MAP NAME TOO LONG ERROR aka https://www.youtube.com/watch?v=Qfwblog7iQs 
 
Is this just me? Check the fly around at ~35-40s in. If I advance frame by frame there are many almost same frames mixed with bigger jumps. This is visible as jitter in 1:1 playback speed.

Are you capturing with something synchronized to the engine? Otherwise this might be due to the difference between the recorder's tick and the engine's. 
Hmm 
Would setting the monitor refresh rate to 60hz with vsync on while recording at 60fps fix this issue? 
I Noticed It Too 
although I don't recall seeing stuttering on past CG videos. Trying vsync sounds like a good idea.
Enjoyed the review though :) 
Death By A Thousand Derps 
pixels wot move m8 https://www.youtube.com/watch?v=1L3XB7f_n1s

Death by a thousand cuts by Sock, shipping with map jam 2! 
One Thousand Cuts 
if anyone liked my jam2 entry I did an updated version with more content, skill levels and better item balance. I also wrote a long articles about how the map was originally created and what went right and wrong with its design.

Version 2 - http://www.simonoc.com/pages/design/sp/1000cuts.htm 
Nice On Sock. 
That's my evening sorted - map and words. 
Great 
 
Map Jam 4 
wheeeeeeeeeeeeeeeee fuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuck https://www.youtube.com/watch?v=VUaerw8HMBw 
The Video That's Coming 
The Hell That's Coming by Warren Marshall https://www.youtube.com/watch?v=wHeETLu82L0 
Fallen From Grace 
 
I'd still kill for a Daz-plays-Aliens-TC stream.

Kill. Like, people. 
Not A Quake Map 
Starting Map Jam 6 Videos 
Only a few months behind, don't panic!

https://www.youtube.com/watch?v=vr8rnEdnvgs 
:D 
Very nice, very useful feedback.

You questioned a teleport that teleports you right up (to the exit). I agree, it was poor design. A teleport should be a last resource to solve connection problems. Some kind of stairway or unlocking an elevator would be better. 
 
A teleporter is fine. It's just that in this case it all feels a little disjointed or unintuitive perhaps. It shows that you made the atrium first and then tried to come up with stuff around it - which is also fine, but it can lead to an uninspiring layout.

About the spike rock setup: while it's a nice mechanic, it doesn't really work out in the end due to a flaw in the presentation. It goes without saying that the rocks should have been made to stand out more visually, not necessary by putting a shootable texture on them, but something to make them look special and not like an environmental detail. Now, the setup itself is clever in principle, whether intentionally or not. First room teaches the player that the rocks can be interacted with and how they serve as both triggers for progression as well as platforms to jump on. The second room shows they can also be used to crush enemies, and the third room uses a combination of both, where the player can use them at his own discretion. However, the setup breaks at the second step. Upon entering the room, the player immediately sees the vore (& vice versa) and since there's no cover and little space, he instinctivly backs up again before he has a chance to spot the rock above the vore. Even if he does make the connection afterwards, after having sniped the vore from the previous room, it likely won't work as effectively in the third room, because there was no directly visuble reinforcement of the lesson. 
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