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Don't Miss The Big Giveaway... 
Hey, wanted to link this blog: https://debrisland.wordpress.com/2020/08/23/uncle-biffs-airtight-garage-sale/ about my turning over the Quake BIFFENSTEIN textures to the Public Domain. Really hope you guys enjoy them. 
 
The links all lead to Dropbox preview which I cannot access without an account. 
Gah. 
Updated w/ MediaFire links, those should work. 
Thanks 
 
Awesome biff... maybe this should be the next map jam theme! 
Thanks So Much. 
I've always been ass at uploading. A map jam would be incredible +D 
 
Thanks for releasing those textures, biff! Some interesting, unexpected shapes and patterns in there.

I wish I could have seen what you planned to make with them, though. I'm a huge fan of your q1sp work and new biff_debris maps would have been a real treat. 
Thanks. 
I made a couple of maps for the q1 version of BIFFENSTEIN, but kept getting wound up in a lot of vertex manip and weird qbsp errors, to the point that it really inhibited my excitement for the project. This blog includes a few screenies of what did work out, if you'd care to see:

https://debrisland.wordpress.com/2019/04/07/quake-update/ 
Very Cool 
Thanks for the link. Any WIP shots of the Doom 3 version of the project? 
@biff_debris 
Can I ask something? Do most of the textures use existing Quake textures as a base or are they made from scracth? Mostly asking to see if some textures could be used in LibreQuake if they have any sort of copyrigth attached to them. 
Finding A Map 
Can someone with a better memory than me help out. Played a map a while back, way big, expanded limits type of deal, swampy castle style.
Very vertical map, you start low and just keep switch backing your way up until at the end your are you are just running along the edge of the map looking all the way down.

The map is mostly a big circle with most of the higher buildings on the edge of the map so you get kind of a big courtyard effect.

Cant remember if it was part of some pack, cant remember who made it even. In my head i keep thinking Socks Grendels Blade but the map I'm thinking of is so much bigger. 
@Nolcoz 
They were made from existing Quake and Quake2 textures, for use in Quake. One of the reasons I made them so that they'd help out mappers once the planned maps were released, and deliberately made to blend in with the existing sets. 
#31672 
Foggy Bogbottom (ad_swampy)? 
31674 
Damn that was quick, the map is in fact ad_swampy, thanks for taking the time out.

For some reason i just skipped that portal when i was rechecking AD too find it. 
 
Portal skip is so quake. 
An Absolute Beginner's Maps 
http://www.quaketastic.com/files/demos/beginners_journey.zip
im posting this to only get some criticism.
So be as harsh and nitpicky as possible. 
2020 Have Best Year For Boomer Shooters ! 
No It's Been A Fucking Awful Year... 
...and "boomer shooter" is a fucking moronic term, for idiots, by idiots.

Having said that, Prodeus looks kinda un-terrible, for a change. 
Prodeus Having A Map Editor 
is a great selling point. I'm not 100% sold on it as a game but it looks better than most efforts.

Also yeah, the boomer shooter term fucking sucks. 
I've Played The Alpha 
It feels pretty good, very polished and you can dial in all the graphics from pixel-y to Doom 3-ish visuals.

I have only played with the editor a little but it's fantastic. Will take a bit of getting used to coming from Quake tho. Especially the lighting.

https://www.youtube.com/watch?v=-OaUVgrKbVE&feature=youtu.be 
Dont Forget Realms Deep This Week ! 
A Cheers To KrissiD 
Sunday morning brainfart: It could be argued that TB laid the foundations for quite a few of the new games inspired by classic FPS titles. Either by enabling newcomers to easily create levels and subsequently be recruited for these projects, or even by directly serving as the main tool the games are made with. So in some way he's a bit of a grey eminence of modern classic-style FPS? GG, Sleepy. 
 
Indeed. It's kind of crazy how many Quake pies KD has his fingers in (and ericw too).

On the Discord I think I read that Graven maps are made with TB, even though the engine is UE4? 
 
I can't imagine hiring Q1 mappers only to have them make blockouts with no lighting or entities. 
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