Ricky / DaZ
#12 posted by Sielwolf on 2008/03/29 15:24:04
Ricky: �ber map, thanks alot :D
Daz:
there�s idgamma: http://www.quaketerminus.com/exe.htm (at the bottom)
These are the idgamma paks I use, maybe they can be of use:
http://shub-hub.com/files/tools/idgamma_paks.7z
Makes GL engines brighter without the washed-out look.
Holy Shit
#13 posted by ijed on 2008/03/29 16:18:37
Those shots look great, very impressive.
Feedback soon.
Nevermind
#14 posted by DaZ on 2008/03/29 18:44:47
Played around with the gamma a little and got it looking acceptable, second play through was much better as I could see what I was doing :)
Thanks For The Feedback Guys!
#15 posted by RickyT33 on 2008/03/29 19:34:05
Im glad you're enjoying this map! I enjoyed making it, and the new Quoth monsters are really cool! I'd just like to thank Kell and Preach (and Necros) for Quoth. Especially the new monsters.
Its great that some of you have posted demos. Unfortunately I'm a little busy to watch them right now, but I definately want to ASAP!
Cheers! :D
Solid
#16 posted by gb on 2008/03/29 21:36:09
Looks like a custom Quake 2 map, with the type of wall panels and buttresses etc and how they are assembled. Plus the colored lighting. Do you have a Q2 background Ricky?
Outside reminds me a bit of Ijed's maps (fucking huge angular walls and red sky.)
One thing though, I'm pulling my hair out over maps that have a lot lower r_speeds. I hope to replay this and some other maps one day when all you gamer types sell off your hardware and I can snatch it up cheap.
I can't say more because I didn't finish it, need to buy a new computer first. :-P
Another thing regarding the use of Rocketeers in big maps: When they are far enough away, i.e. the area is large enough, it is possible for the player to not hear their firing sound. This has to do with the distance that sounds travel in Quake, and the effect is that guided rockets appear out of nowhere.
I just wanted to mention that. It's another practical limit to map size.
<spam>
#17 posted by DavidAndrades on 2008/03/29 22:27:37
[spam deleted by metlslime]
I Was Wandering When Somebody
#18 posted by RickyT33 on 2008/03/29 23:26:24
would say something about r_speeds. They are quite high in places, particularily around the outside area. I know this. I mean Ill be the first to say that this map wouldnt do for old computers. And making it 10 years ago would have been nigh-on impossible. Vis times would have seemed infinate, and thus nobody would actually get round to compiling it! Throughout the build I have vised this map three times. It takes long enough! I wouldnt have wanted to do it on a 486 100mhz processor ten years ago!
So I would like to appologise for knowingly missing some people out who are using classic hardware. I would recommend running this map in some sort of OpenGl accellerated engine. The map should run in any Quake engine though! The only one which I wouldnt use is Darkplaces, because of a bug where all of the doors dissppear! I think this might be to do with one particular "logic gate" scenario, where I think four doors/buttons are right on to of eachother so to speak. If anyone can think of a solution to this, please let me know.
Trinca - Good demo! Which progs are you using? Some monster spawning and more importantly the sentinals did not appear 100% correct.
Well
#19 posted by JPL on 2008/03/29 23:34:47
Not possible for me to play it now, as I'm in Phoenix, and my laptop do not have Quoth installed yet (shame on me... I know) So I'll come back soon for sure.
Regarding the shots, it indeed looks great, while a little bit dark... And I joined Trinca on the fact you made really good progress in a very few time... nice to see that ;)
RickyT
#20 posted by Kell on 2008/03/29 23:38:32
It's "wondering" ...with an O not an A
"wandering" is a totally different word.
Nice map btw.
#21 posted by Kell on 2008/03/29 23:45:25
Another thing regarding the use of Rocketeers in big maps: When they are far enough away, i.e. the area is large enough, it is possible for the player to not hear their firing sound. This has to do with the distance that sounds travel in Quake, and the effect is that guided rockets appear out of nowhere.
I've realised this too, and it's annoying. Because 'far away' is one of the things rocketeers are supposed to be useful for.
My suggestion would be to have the rockets themselves makes a distinct roaring sound, which might be enough to give the player a warning as they approach, in time to dodge a bit.
Attenuation can also be mucked about with. Necros decreased the attenuation on the gaunt idle sounds, so that they travel across large areas to create spooky ambience.
Will see what Preach has to say about it.
More Feedback
#22 posted by Kell on 2008/03/29 23:55:54
Haven't quite finished the map yet, but I've got most of the way through before dying. Shold have quicksaved :P
You seem to like the ALien3 style, and that's good. Cause no other bugger has ever tried it except me, and you've got it better than I did in kdmw. The heavy doorway surrounds are fucking class.
Your use of colored lighting is the best in Q1SP so far. Admitedly, no-one has done that much either, but your most recent mappage is a good demonstration of how colored lighting can/should be done for Q1.
The grubby yellow general industrial lights, the emergency-red in specific locations, the cool-blue against the less frequent gray metals. Good stuff.
Your style overall - texture choice, skybox choice, brushwork, monster placement - is still a bit haphazard. There's a lack of coherency or overall concept. At least, one that's visible.
But still, I attribute this to a volatile mixture of talent and enthusiasm, which are both very welcome.
Rock on.
Whao.
#23 posted by biff_debris. on 2008/03/30 01:32:37
Excellent stuff Ricky. Not so thrilled with the textures, but your brushwork, layout and detailing are all spot-on. And I really did dig the colored lighting, to boot. And yeah, the overall feel and "fuse hunt" reminded me of Q2 immediately -- but nothing wrong with that. You are the bomb, sir!
Good Map
#24 posted by ijed on 2008/03/30 01:55:51
Almost felt like another game - not a bad thing.
Not quite Quake2 (not as stupidly slow) but it shows what can be done with good old Quake still.
My favourite bits were the exploration and manic telefrag spawns.
Some of the eldritch monsters felt a bit out of place, but nothing too invasive. Would have liked to see some more combinations of the new base monsters, but can't have everything.
Nice work.
#25 posted by nitin on 2008/03/30 06:44:40
that looks class. i cant wait to play this when i get back.
#26 posted by JneeraZ on 2008/03/30 12:15:02
I liked it overall. I thought it felt like a Quake2 map which I guess was the point (obviously that's due to the colored lighting and the use of the Quake2-ish texture set).
I found the monster mix to be alright actually. Not sure why I didn't mind the wide selection. Maybe the place didn't establish enough of a familiar theme for me to mentally rule some of them out. Like how when you see a base.wad level you really notice the medieval monsters a lot.
Anyway, good work!
Slave To A Machine & Darkplaces
#27 posted by jakub on 2008/04/01 09:16:57
to play this great level with darkplaces you have to do only one simple thing. load level in any alternative engine (maybe not ANY...i tried only vengeanceR2, tremor and joequake :-). save level immediately, quit quake, start darkplaces as usual (-hipnotic -game quoth) and load level from save. all doors will be in place and working.
Wow, Great Tip!
#28 posted by Dooomer on 2008/04/01 10:30:03
Thanks Jakub!
Still hope lordhavoc can fix it, though.
Yeah! Very Nice Tip!
#29 posted by RickyT33 on 2008/04/01 12:07:30
Im gonna try that later! (me likes eye candy)
#30 posted by spy on 2008/04/01 23:22:38
wow, congrats Ricky, very great map :)
Played...
#31 posted by Scragbait on 2008/04/02 03:06:47
Another great Q2ish map with a good layout, some non-linearity, tasteful coloured lighting and gameplay that felt pretty fair on Hard (and yes, that means dying a few times.)
I liked the small touches like the broken door going up and down and the spiral things in the generator room and other unique details. Great ceilings - I looked up a lot.
I found 3 secrets - not bad but most took a few tries to find.
I found the light levels to be just fine on my machine. I really wonder if this is an NVidia vs. ATI thing since I had complaints about my maps being too dark when I thought they were just right. I used Fitz and while there was some slowdown, framerates were still good on my 5+ year old machine.
So thanks Ricky for a fine map to add to 2008's collection.
Fuck
#32 posted by nitin on 2008/04/05 11:07:35
this is more quake2 than quake2 ever was!!
I really really liked this map. The most impressive aspect (and there are many) is the atmosphere, its so...oppressive. You always feel under threat, exploration feels dangerous, and theres just a general air of unease about the whole thing which caught my attention straight away.
The look is definitely impressive, I loved the use of the main texture set (is it daikatana textures on the main bttresses and walls?) and the coloured lighting usage is easily the best in q1. And I also dig the big, chunky brushwork.
As for the gameplay, its just heaps of fun. Its hard, but I had no real prblems with ammo or health. There were a couple of areas where thebrushwork gets in the way of movement (maybe some judicious clipping could have fixed this). And the non-linear layout is also very nifty, you can go either way and will still end up on the correct path to progress.
Definitely one of may favorite recent releases.
Oh And No Problems With The Light Levels Here
#33 posted by nitin on 2008/04/05 11:09:14
I use idgamma though so maybe it doesnt work right without it.
Another Good Map
#34 posted by rudl on 2008/04/05 11:35:54
Though I enjoyed "Sick base" and "The Hand that feeds you" a bit more. Texture set is Ok. Good use of colored lights.
light level is always a problem: wehereas I can play quake with gamma 1 on my TFT It is really dark on a CRT.
Just Finished It, Ricky
#35 posted by HeadThump on 2008/04/05 20:07:33
That is one sweet ass layout. I may have to revisit it later for some highly inappropriate fondling and hit the cam record so you can watch.
That Would Be Cool
#36 posted by RickyT33 on 2008/04/05 21:06:13
Hmm, is the world ready for a 5 minute spoilers speedrun yet?
(I've got one ready)
I've also got a Nightmare run demo with 0 secrets, 23 minutes.
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