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		#276 posted by Rick  on 2016/08/11 21:32:06Actually...
 Palette
 
		
		
		Let's just say it suits my palate.  
		 DOOM 64 Is Good #278 posted by mjb  on 2016/08/11 21:59:51I was getting the blue section of the Staging Area (Stage 01) from your screens, and yes I like what I see.  
		 Let's Not Forget DOOM 64 #279 posted by NewHouse on 2016/08/11 22:29:56 Yeah, I can't pronounce "Palette" in Finnish "Paletti" if interested*  
		 Currently Over Halfway Through D64 #280 posted by killpixel  on 2016/08/11 22:39:10Little bland, both visuals and gameplay.  I'm sure it was hot shit on console back in the day, though.  
		 Killpixel #281 posted by NewHouse on 2016/08/11 22:47:04 Well I can't really tell, but it seems like Doom 64 Ex version has a decent amount of options for rendering and brightness. Design-wise levels might be a bit linear? But I can't really tell, because I haven't played Doom64.
https://www.youtube.com/watch?v=X5tHgx_J0ZM 
		
		
		Doom64EX is good, but even better is that it has a level editor :)  
		
		#283 posted by dwere  on 2016/08/11 23:06:48Not a lot of content is being produced though. And the quality of what's being made is typically rather basic, despite Doom community having a lot of experienced mappers.  
		
		
		I was working on some stuff but I haven't found my groove when making Doom maps.  
		 Doom, Doom 2, Doom 3, Doom 64, Doom 2016... #285 posted by Izhido  on 2016/08/11 23:29:53Looks like id does not like to follow a consistent versioning schema. :)  
		 And Now, For The Second Stupid Thought Of The Day... #286 posted by Izhido  on 2016/08/11 23:35:13Now that Nintendo finally decided to open up their platforms, I wonder what would happen if somebody attempted to publish their own port of Doom as a 3DS/Wii U app, on their own. Now that should be something worth watching ;D  
		 Different Use Of Lights? #287 posted by NewHouse on 2016/08/11 23:35:28 Has anything especially good released in Doom community lately?
  By the way, is there way to light up sectors or somehow capsule light inside brush, then giving delay when light should starts and it would make a really nice "domino" lighting effect as an result*
 
  In duke nukem 3d episode 2 I saw one hallway with that kind of lighting (look at walls left and right). Starts from 3:47** 
 https://www.youtube.com/watch?v=h2Sa9CiCznc 
		 Light Delay (Actual Delay, Not Fade Off) #288 posted by Qmaster  on 2016/08/11 23:42:44You can use trigger_relay(s) to give a delay to your lights.  If you have a hallway and 16 lights to light up dominoe style when player walks in, have a trigger relay with same targetname that targets each different light and give each relay a longer wait time than the last one.  
		 Qmaster #289 posted by NewHouse on 2016/08/11 23:47:42 Thanks, I know that*
 What I was asking was how to make light be more precise and not in a sphere shape. Doom used sector lighting, it would be nice to make that even in Quake.
 
 I almost managed to make it work using func_wall brushes, between lights and then removing them when the map starts. But there should not be any caps between light sectors.
 
		 Oh #290 posted by Qmaster  on 2016/08/11 23:50:30You want to use ericw's tyrlite to create light projections.  I have no idea how though and couldn't find any documentation.  
		 It Would Be Interesting #291 posted by NewHouse on 2016/08/11 23:55:26 Combining Quake's lighting and Doom's sector lighting would add a lot more contrast to the map to be honest. Hopefully that is somehow possible to make, it doesn't need to be the most elegant way to do it - as long as it works?
 In other map (which I haven't released yet) I even light up some of the func_train brushes in totally different location, because in some cases light wouldn't touch faces that are visible when something opens for example. I'm not by any mean familiar with these techniques but even something like that might work maybe?
 
		 How Much Focus Matter In Level Design* #292 posted by NewHouse on 2016/08/12 13:08:58 Hopefully this gives some inspirations for future Quake maps:
https://www.youtube.com/watch?v=GZ99gAb4T0o 
		 Back (for At Least Part Of Today) #293 posted by ionous  on 2016/08/12 19:58:43I'm liking a lot of the stuff people are posting. Great work.
  I'll be getting back to it in about an hour. 
 
 https://www.twitch.tv/ionous 
		 About Sentinels #294 posted by NewHouse on 2016/08/13 03:28:41 Is it possible to make sentinels move between path_corners? By default it just seems to just stay there.  
		
		#295 posted by skacky  on 2016/08/13 04:20:46They're stationary enemies.  
		 You Could Teleport Them? #296 posted by Drew  on 2016/08/13 04:38:34would probably be annoying as hell though.  
		 It's Starting To Look Like An Actual Quake Map Now #297 posted by ionous  on 2016/08/13 10:20:28 
		
		#298 posted by gibbie  on 2016/08/13 12:20:32For people with properly calibrated monitors:
https://dl.dropboxusercontent.com/u/9212165/ff.png  Looks pretty impressive!  
		 NewHouse  
		 Tempted To Use My Own Mod...hrmmm #300 posted by Qmaster  on 2016/08/13 14:49:43Hmm, thought I'd do a full vis for fun...started 2 days ago, still only at 55%.  The full release will therefore miss the deadline or else have only fast vis (meh maybe not so bad but...)  |