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Anon Posters 
I'm thinking about not replying to anonymous posts any longer. Not the troll-y ones either, I mean the posts from ppl who are too lazy to make an account and login.

I like to know who I am helping and discussing things with. 
@LAVA CROFT 
https://discord.gg/AH5Nrc

Sorry for the kick, should have just edited your post, didn't realise it was hard to reverse in discord. 
Yeah 
Process flow and design methodology would work well for level design, even though i fear it would need to be changed a bit if we want to allow the art part of a videogame to stay strong, but as far as i know no high budget title has used anything like that, or am I wrong?

So you guys would often be project managers or something?

Project designers more than managers, but yeah, many that come out of that faculty end up in project or company management. 
 
It is natural to fear engagement with a superior being. 
 
:qthink: 
What Are Some Good (classic) Doom Communities? 
I'm looking for something like func. Fans with some game designers/enthusiasts that are quite aware of the shortcomings of the game and engine mixed in. Germany-centric would be fine.

And who here would identify with the above? 
Doomworld 
only doomworld 
Thanks! 
 
Jam Idea 
So we were just shooting the shit in Discord, talking about how Quake was actually straight-up genuinely scary to some of us when playing it back in 1996.

Obviously it's not scary now - but is it possible for Quake to be scary again in 2018, to those same players, without any custom progs?

So let me suggest Scary Jam:

Create a genuinely scary quake experience, i.e. actually try to scare the player, using id1 progs only.

Worth doing?

Caveat - this was just an idea I had - I can't personally enter or even manage the Jam because I'm too busy with other shit right now, but I thought this was a compelling enough idea to just float. 
Sorta Halloween Jam? 
Quite a good idea and yeah it was pretty creepy back in the day. 
Kinda 
I didn't want to say Halloween Jam because that could place an undesirable time restraint on it (unless everyone literally started it now I guess lol)

But it's kinda around that time I guess :} 
@kinn 
Great idea! I am almost ready to release a "quality of life" progs that would be a good candidate for this king of Jam. I know more than one mapper who is trying to up the fear factor and do more horry-themed maps. 
 
Just wanted to say good theme. I also found that the game was sometimes scary when first playing, first because some of the enemies were dangerous enough that i feared facing them (I remember hiding from Shamblers in Azure Agony), and second because the strobe lighting and dark corners and twisty layouts meant that sometimes you would get surprised by an enemy's sudden appearance (a fiend that you didn't expect and didn't hear because the alert sound was lost in the chaos).

The last custom level I played that captured any of that was Hell in a Can, or maybe some of the levels from Zerstorer. Though, they were different than the original levels that were scary kind of by random chance, because these custom levels were actively trying to set up scary scenarios. 
 
Once again, it's all about episode 4, which features all the aspects of Quake that people fondly remember the game by when they reminisce but hated when they first played it.

Also: keyboard only! 
Absolutely Love The Theme 
it'll be a real challenge to make Quake scary again. I think it gets so difficult once you've seen behind the curtain, to the point where you know how the enemies and environments work.

Even worse, for many of us, we know how the levels themselves are put together, or even the exact code the determines the AI behaviour.

So yeah, doing something unexpected that cuts through that wall of predictability will be a really interesting challenge. Might have to give it a go. ID1 progs is definitely the right way to go too, it's nice to have constraints. 
Cool 
Also maybe limit it to "only id textures" as well? Could be really interesting to stick to the same art that id had to use. 
 
means no-one would be tempted to make spoooooky textures, which i think would be missing the point. 
 
Once again, it's all about episode 4, which features all the aspects of Quake that people fondly remember the game by when they reminisce but hated when they first played it.

A tough truth to accept, but a truth nonetheless. Bravo, negke. 
Great Jam Idea 
Tricky to pull off, agreed, but could make for some very special maps.
Hope it happens! 
Re:#30572 
Create a genuinely scary quake experience, i.e. actually try to scare the player, using id1 progs only.

Hopefully this week, I'll be releasing a devkit that strives to maintain the id1 aesthetic but adds quality of life features for mappers including the ability to add models and sounds. I was making this for myself in order to do a "scarier" map project anyway - so I thought I'd chime in here. I think you can make something creepy with id1 progs only - it's just very hard to do without custom sounds at the very least. Add to this that many mappers are using hacks to get around id1 anyway. 
 
Plus 1 for quality-of-mapperlife-progs or qomp or whatever you want to call it.

Some of my favorite maps were in e4. E4m4 is probably the scariest with all its dark corners and fiends. 
E4M4 
The dark dungeon pathway with fiends in the shadows and the guillotine at the end still terrifies me. 
 
Hell in a Can and Ruined Nation are two damn really scary Quake maps. 
Need Some Opinions 
re: mods and version numbers. I will be releasing a devkit mod called progs_dump later this week. This is not a mod like Quoth or AD that mappers will release maps for. Instead, it's designed for mappers to create their own mods. I would like to include the version number in the folder name as there will undoubtedly be multiple fixes and additions to the devkit. There's a chance this mod will be re-written as I learn more QuakeC. So each release should be a stand alone release, not something you'd want to overwrite.

Keeping this in mind, what's better for version 1.0.0

progs_dump_100

progs_dump100


or

progs_dump

I am not a fan of the latter because I want version numbers to be very clear for the reason above.

I welcome your opinions! I just can't decide. 
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