<3 Scampie
#11 posted by bambuz on 2005/08/22 12:58:25
nah, strike a balance between araivoish detaillery and boxroomish sparta. Then you get fairly decent stuff like aerowalk or cmt3. (Just talking about looks, not gameplay.) That's often good for dm. There's quite a wide spectrum that's fit for dm but some styles that work for sp are more of just a nuisance in dm. I don't mean quake dm maps should look like platformary arcade games (hello q3).
Just that the maximum detail level should be a tad lower for dm maps than for sp maps. Most sp maps advertised on func would be fit for dm very well almost the way they are.
Like if good sp maps have details on scale 5 to 10, good dm maps should have details on scale 5 to 9.
That items thing is unrelated, I don't see where you came upon that. :)
There is already dmm4 (which is most often played on end.bsp and povdmm4.bsp), a mode in ktpro (the standard dm server gamecode) which is "balanced" - you spawn with all weapons except grenade launcher and all ground items are removed. And of course there's rocket / clan arena too.
#12 posted by inertia on 2005/08/22 17:03:51
Thanks for the comments guys. I spent alot of time designing both the play and visual aspects of slipstream, and I think it turned out quite alright.
#13 posted by om9zer on 2005/08/22 22:34:46
I fucking love that quad bungalow.
Fun Times
#14 posted by ProdigyXL on 2005/08/22 22:43:13
Really enjoy the open middle, the few dead ends to mix it up, and item placement. Quality stuff inertia, good job.
I Agree To A Certain Extent With Bambuz
#15 posted by Shambler on 2005/08/23 03:13:43
That complex texturing and detailing shouldn't inhibit player visibility in DM. That's one reason why I like brighter, more open maps, in particular some of the older "temple" maps like A2 - even though some of those have fantastic looks, they have a certain visual "smoothness" that allows clear visibility.
I don't think this needs to stop DM maps from being impressive both architecturally and detail-wise, just that the right choices need to be made visually. And I think, even for an Idbase map, this one is a pretty good example of this - inertia has kept the details and designs out of the way and kept the textures pretty clean. Like in the main arena, the stuff up towards the sky is pretty strong visually but it won't inhibit visibility.
You get the point.
(Conversely, one of my beefs with Q3A gameplay was how well the player models blended into the scenery, a function of the models rather than the textures, though, I think)
My 2/-
#16 posted by Kell on 2005/08/23 05:50:52
I downloaded the earlier version of this. I really dig the visuals; could be as much about me being obsessive over texture alignment, but I thought it looked kinda beautiful. To decide, implement and maintain minmalistic texturing like this with the occasional well-chosen detail without it ending up looking bland or fugly takes hard work. The lighting helps a lot too.
So yeah, n1 'nert.
p.s. I haven't a fnukking cloo how it plays tho
Nice !!
#17 posted by JPL on 2005/08/23 10:01:48
Nothing more than others said: this DM map is really good.
#18 posted by Speed on 2005/08/27 02:55:28
I dont like the layout. Flow is weird (way to the GL, pointless deadend after RA, annoying jump to the health/teleport and some more)
Maybe one could get used to it all *shrug
Looks neat, good details and consistency
So...
#19 posted by metlslime on 2005/08/27 03:34:42
where's the readme and zip file? When is this map going to be released?
Metl
#20 posted by inertia on 2005/08/27 12:18:29
as soon as I get off this stupid wireless connection, so that I can use ftp ! :)
:p
#21 posted by Trinca on 2005/08/29 01:49:00
is final version of map then??? i will start waypointing this one maby someone want it!
Trinca
#22 posted by inertia on 2005/08/29 08:12:16
it is final
O.k Then It Goes!!!
#23 posted by Trinca on 2005/08/29 08:31:01
#24 posted by Trinca on 2005/09/01 02:00:39
se fossem todos mamar no caralh�o q os fodeu!
They Always Show Up...
#25 posted by inertia on 2005/09/05 19:52:40
Wow
#26 posted by starbuck on 2005/09/06 00:20:37
standing there will really help :D
That'll Be...
#27 posted by Shambler on 2005/09/06 02:30:25
...that funny getting caught on a slope thing again.
I used that in a speed run once =). Not of this map, obviously, but on Cheshire's SP map.
Shambleh
#28 posted by inertia on 2005/09/06 07:28:24
How could you "use" it as an advantage?
Inertia
#29 posted by R.P.G. on 2005/09/06 18:18:18
There was one in could.bsp that allowed the player to climb up the rock wall in the beginning area and skip the entire area with the nailgun. Clearly, I nixed it by reforming the rock brushes.
:)
#30 posted by inertia on 2005/09/06 18:27:56
rpg: haha, nice to know that bsp's compiling glitches continue to create interesting gameplay even in 2005 ;D (or is it the engines? eek)
also, jr (a qw player) made some locs for slip.bsp. these are used during teamplay games to report the location of you and your teamies. get the file here:
http://www.qwplayers.org/inertia/slip.loc
and put it in your quake/fuhquake/locs/ directory. they should be automatically loaded and work just like they do for other maps.
thanks jr!
Inert
#31 posted by Shambler on 2005/09/07 02:32:17
In cheshires map I jumped onto, and then off, one of those to bypass the end room.
REALLY RELEASED
#32 posted by inertia on 2005/09/07 19:55:28
Um
#33 posted by R.P.G. on 2005/09/08 09:51:35
If I forgot you, my apologies; come say hi on irc and
And?
And
#34 posted by metlslime on 2005/09/08 12:02:03
and then just idle there for a couple years.
RPG AND ASAKI
#35 posted by inertia on 2005/09/08 13:38:00
YOU HELPED ME AND THE TEXT FILE HAS BEEN UPDATED TO ACKNOWLEDGE THAT
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