#326 posted by
JneeraZ on 2009/08/09 13:26:36
"After reading this thread, the stunning feeling came over me, that if Romero or other level- master would make a new map nowadays under covered by a nickname, they would be savaged off this forum. "
If someone showed up with an id1 map these days, yes, they'd be savaged. But I'd like to think that Romero would turn in a map with more detail than they delivered on the Quake CD. :)
Some Advice For U Fellas
#327 posted by
[Kona] on 2009/08/09 14:05:02
Just read this thread aswell and decided to give the demo a shot. I think some of the criticisms are warranted, just so that in the end RMQ can be a better finished product.
None of the sounds were really that great. If they're not much better than the originals, then why bother? I'd almost keep the original sounds, to be honest. Are you modifying any of the weapon designs? Maybe not a complete redo, but just touch them up a little?
I remember an old mod which reskinned all the quake weapons. I think I used some of them a long time ago, the sg and dsg at least. I always liked the positron beam gl model better too. Haha I found them just now in my first q1 episode. Was a piece of shit, but the reskinned weapons were alright.
Okay on to balance. I love that the sg and dblsg have so powerful now, but you'll have to do soething about the balance. There's no point using any other weapon but these 2 now. Also, some of the monsters will need better AI. the fiends are complete pussies against a SG. if all you have is a SG, and a fiend jumps out, you should be shitting yourself. even a shambler is no match for the sg!!!
Scrap the rain, it's been done before. it just looks like a but weird blobs floating down and the sound is annoying.
The talk about reskinning the baddies that have different firepower. You don't need to just make them different colours like Quoth did, why not reskin them properly. Give one a mask, or completely different styling. They can all be the same dirty quake colours, just different styles. That should be enough.
All these things are not major though. I do think it feels more like partial conversion than a quake remix. but maybe that was bound to happen anyway.
my last concern with the demo was that map. it was a bit bland and needs a lot more detailing. the outside sections in particular aren't really up to todays high standards. or at least the awesome standard done on a few of the remixed id levels already released (the e1m1rmx, Quake RMX map pack). the route was also completely confusing and to be honest, i didn't really feel like i was playing a remixed e3m1.
anyway hope this helps! i'd love to do some maps as well, but i'm way too busy as it is to ever map again :(
Great!!!
#328 posted by
madfox on 2009/08/09 18:39:15
I haven't tried the better graphics, nor the better sound, just played the excellent demo!
http://members.home.nl/gimli/lost.7z
#330 posted by
Ankh on 2009/08/15 12:32:11
I would like to try the qonquer mod with the weapons from this mod. It could be fun.
Hm
#331 posted by
ijed on 2009/08/15 15:02:08
New game mode there. We've got alot of SP maps to slay though - as well as the DM demo coming up.
Nice idea, shelved for now - but not discarded.
#332 posted by
JneeraZ on 2009/08/15 17:04:27
I could work that mod into the RMQ code base when the time comes if you want. I don't think it would be that much work - a few new entities, really.
You Want Onto The Team?
#333 posted by
ijed on 2009/08/15 18:09:04
The SP maps are the more grueling task, so it's nice to work on smaller stuff in-between - Qonquer maps fit that profile well.
#334 posted by
yhe1 on 2009/08/15 21:09:23
Is remakequake going to feature new weapons?
#335 posted by
JneeraZ on 2009/08/15 21:11:35
ijed
Sure. I can make small arena maps for a Qonquer type mode without a time issue. Hook me up. :) Remember, I'm a Mac guy so if this will be a Windows only affair, I might not be able to help.
We're Already
#336 posted by
ijed on 2009/08/16 04:08:50
Windows / Linux, so there shouldn't be any problems.
New Weapons
#337 posted by
ijed on 2009/08/16 04:10:53
Are a possibility but not planned as yet.
Stealing Enforcer weapons is a maybe.
There is a grappling hook, based off the wicked hook - rope style physics as opposed to ignore gravity pulling.
#338 posted by
yhe1 on 2009/08/29 01:41:33
[quote]Stealing Enforcer weapons is a maybe. [/quote]
Didn't NSOE already kind of has this? Also, I feel that the remake Quake Chainsaw isn't as good as the one in Zer.
Is something like a railgun possible in Quake I?
#339 posted by
RickyT33 on 2009/08/29 02:35:08
YEA!!!
btw i need a kick up the arse
Railgun = Mmmmmm YEAH!!!!
#340 posted by
RickyT33 on 2009/08/29 02:35:47
just port a model already pls :D
Is something like a railgun possible in Quake I?
http://www.quaketastic.com/upload/files/screen_shots/railgunRQ.png
The pickup model is WIP, the gameplay is yet to be finalized (although it's very close to final). But the thematical direction is there - a weapon from the other side of the slipgate. Might become a monster weapon, too.
And that's the new DM7RQ in the background, by ijed.
Err
#342 posted by
negke on 2009/08/29 12:49:09
This looks more like a... gross!
That Model Is *so* Not Final, FYI
#343 posted by
Supa on 2009/08/29 14:12:58
Yeah
#345 posted by
ijed on 2009/08/29 15:32:57
Going to lay off the lunchtime q3 next week and get the new version in.
Hmm
#346 posted by
nonentity on 2009/08/29 17:16:52
That's an under lit brick wall in the background ijed... ;p
Actually I Find The Model Not Too Bad
#347 posted by dooomer on 2009/08/29 17:47:11
although it certainly could use more polish, the idea is clearly shown even with such a rough model. Flesh combined with steel. I like it!
Yes
#348 posted by
madfox on 2009/08/29 18:07:01
Should it need much hard coding to get the circulair ammu spread?
A Circular
#350 posted by
ijed on 2009/08/29 18:40:34
particle effect would be nice, but very hard to to, AFAIK.
And since it's now the Cauteriser as opposed to the Railgun we'll need to look for something else. Currently it's a straight line with red electrical effect and white particles.