Already Explained On #terrafusion
#4025 posted by JPL on 2007/10/29 07:59:45
Let me explain the storyline (at least my starting point idea for this map):
This is war on Earth (you will hear that ingame...) as Quake armed forces are invading us now... And just back from a new mission, you release your base on earth has been infested as well... and you have to kick these bastards' ass, etc.. etc.. bla bla bla...
Well, the concept is that you are on Earth, with humans, with human military stuff, so why should it be "Quakish" ? BTW, it doesn't mean it will not be Quakey ingame... On the outside area the soldier bestiary will fit perfectly IMHO, and inside the base, it will be another story (Ogres in a surgery room, etc...)..
Wait and see... Five River Lands map was also flamed when I presented the first shots (too dark, too "Doom3-ish", etc...) Let me the chance to finish the map, and we will discuss after the release ;)
Jpl
#4026 posted by nitin on 2007/10/29 12:16:55
but if it's future earth, the forklift etc look out of place.
But something like the tank that someone lse posted a shot of which look futuristic (and quakey) would be a better fit I think.
I Think
#4027 posted by RickyT33 on 2007/10/29 12:56:06
the truck looks cool. Particularly the truck. Fern is right about the barrell of the tank, but apart from that they look cool also.
Honestly though I think the rock texture is cool and the road texture looks cool but the texture of grass - the ground in between the rock and the road - I think it clashes a bit, certainly with the skybox. I would try and find a texture different to, but similar colours of the rock texture. Maybe. I dunno, it looks cool!
Cool!
#4028 posted by inertia on 2007/10/29 13:10:40
JPL
#4029 posted by -_- on 2007/10/29 17:04:38
I think you are mapping for the wrong game
try Halflife or Medal of Honor
Mapping For The Wrong Game ?
#4030 posted by JPL on 2007/10/29 20:13:49
I don't think so..
And I'm very surprise how much people are so "conservative": can somebody explain me why people are so reluctant when new things come? It doesn't make sense, as I try for each map to find new "setup" (texture use, ambience, story,..), to push the game close to its limits, to do in fact things that have not yet done (AFAIK)...
I have to admit Quake has its own setup, that it has its own "world", but come on, something new will not kill the game at all, it will just enlight how much it is possible to do new things with some imaginations...
My 2 cents... :P
2 Cents As Well
#4031 posted by ijed on 2007/10/29 22:13:41
When people say 'Quake doesn't do realism well' what they mean is 'nobody's done realism well in Q1 yet'.
#4032 posted by JneeraZ on 2007/10/30 00:04:37
Well, I think there's something there though. The lighting engine, the movement, and the feel of Quake are all very fantasy oriented. Scenes tend to be dark in Quake and that doesn't mesh well with realism. Also, it generally uses low res textures and lightmaps which further detaches it from doing realistic scenes well.
Quake has many strengths but realism, IMO, isn't one of them.
Realism
#4033 posted by -_- on 2007/10/30 00:14:12
Its not about 'conservatism' its more about coherency and style. Those HL models look completely out of place in a typical quake environment.
If you want to use the 'realistish' models you would need to use the fitting realistic textures (probably from kingpin, SoF1 or HL as well ) and ditch the IDbase and the 'floating ball' sprites. But then how would quake monsters look in such surroundings? It might actually work...
So Im taking my words back. Try to pull it off in Quake and we`ll praise you if you sucseed (and eat you alive for the realistic vehicles in an e1m1-styled map!)
And 'nobody's done realism well in Q1 yet' because... Quake doesnt do realism well.
Lets see: quake player has eyes in the center of his 'body' and runs at the speed of a car! Thus you can never make a realistic environment that would look and feel right at the same time. Its either huge or super-cramped. The gameplay works much better in spacious surroundings. And the engine/compilers are not really suited for small-scale detail. But then again something like 'realist-ish' outdoors city scene could work.
...and Just For The Record,
#4034 posted by distrans on 2007/10/30 07:09:30
that new rock texture comes courtesy of Lunaran. There is no doubt...the guy rocks!
Realism In Quake...
#4035 posted by JPL on 2007/10/30 07:50:02
Quake has many strengths but realism, IMO, isn't one of them.
you can never make a realistic environment that would look and feel right at the same time
So I think this is challenging to prove that it is possible to be "realistic" in Quake (not like in HL / COD2 / etc...), and that's exactly what I'm looking for in this map.
Wait and see now...
Dude
#4036 posted by inertia on 2007/10/30 07:54:49
Just the let the man WORK!
I Say
#4037 posted by RickyT33 on 2007/10/30 12:21:59
Go for it! I mean as long as theres enough space around the tanks/trucks to maneouvre in a Quake style fashion, then whats to disinguish a truck from an ID-crate, as far as giving cover goes!
Id really like to se someone do a level with pain skin progs. I had it workin' once a long time ago - pain skins and blood splats/gibs stuck yto walls behind where enemies had been hit. I had five increment pains skins for enforcers, dogs and grunts. That computer died a long time ago, and I couldnt program it anymore.
It would be cool to see pain skins in Quoth / Quoth2! Its easy enough to draw blood onto a skin ythat already exists. I mean its not going to be realistic like Soldier of Fortune style (damage localised to the body part hit) vut it looks cool nonetheless.
#4038 posted by JneeraZ on 2007/10/30 17:26:35
"Just the let the man WORK!"
Hey now, I support his drive and desire - if he can do it, that's awesome! I've never seen a realistic or modern scene done well in the Quake engine before but that doesn't mean that it CAN'T happen. Just that it's increasingly unlikely. :)
It Won't Be "realistic"
#4039 posted by Drew on 2007/10/30 19:23:37
...The guy just wants to put some damn tanks in his level.
Well
#4040 posted by JPL on 2007/10/30 20:28:33
Realism is quite subjective... What is realism in Quake game ? For Quake it is impossible to be as realistic as COD2 / SoF / HL2 / etc... I have to be honest, it is a fucking hard challenge, but I think the effort on the ambience is the way to go... and alos on the design layout... nice details touch could make the difference (tanks, forklift, trucks, etc...)... For the gameplay, I have som ideas to investigate...
At least I will try to do something as real as possible, with static stuff, trying to repsect the "Quakeness Harmony of the Universe" :P ... I'm also thinking to the purists... :D
And now: let me work ... I go back mapping :)
Sure, Give It A Try
#4041 posted by negke on 2007/10/30 20:58:27
Nothing wrong with experimenting and unusual themes. Just make sure the dimensions fit. In Quake, everything is pretty small or stout (models) so small or thin brushes look odd in relation. Realistic vehicles might work, but only if they're not like three times as large as the player.
Scale Is Key...
#4042 posted by generic on 2007/10/30 23:53:38
In Quake, nothing is scaled according to real world dimensions. The player typically starts on a 16-unit slipgate textured brush which is > 1/4 of his/her player height, yet he/she can walk up it with no problem -- that would be like taking 2 or 3 stairs at at a time in the real world!
Also, the native textures in Quake don't effectively show detail: a textured wall won't look as good as the skin on the player's double-barrelled shotgun at a very close proximity.
There "may" be a balance though that involves brushes based off of the player height and scaled-down or 24-bit textures, but it would be a difficult one to strike.
Good luck ;-)
Lighting
#4043 posted by Preach on 2007/10/31 00:59:10
Another issue you might have to contend with is the lighting model, as it's one of the visual differences between half-life and quake, which might explain why "realistic" things suit one and not the other. Half Life does radiosity, which washes things out. That's kinda annoying from a style point of view, quake lets you do great gloomy places with the control you have over where light goes. But it also means that intricate geometry can get very hard shadows in quake. This makes the object look unnatural in it's environment.
An alternative is to make all your detailed things alias models rather than bsp models, but that's a lot of work. And it's not to say that detailed objects in quake can't be lit in such a way that they look convincing. It'll just require care.
Neg|ke / Generic_maps / Preach
#4044 posted by JPL on 2007/10/31 08:55:18
Thanks a lot for all the good points you mentionned there: I'll try as far as possible to take them into account.
Oops...
#4045 posted by madfox on 2007/10/31 18:35:11
do I need ID licenses to drive them?
New Monster
#4046 posted by madfox on 2007/11/01 18:29:24
I tried to make a new Quake1 monster. Pyrogirl.
I remodelled the Atlantis babe and added frames.
I was searching for a good flamethrower code to suit her, but sofar I didn't have luck. I watched the quoth code.
http://members.home.nl/gimli/pyro0.gif
http://members.home.nl/gimli/pyro1.gif
http://members.home.nl/gimli/pyro01.jpg
Now I'm trying with sprites like flame.spr and explod.spr But it still doesn't work out I planned. Also texturing is rather flat.
#4047 posted by Trinca on 2007/11/01 18:56:42
nice tits :p
Lara Croft Porno Wonder Woman!
#4048 posted by ijed on 2007/11/01 21:11:22
In Quake!
Heheh, looks good though. But don't use sprites for the fire, they never look good when scaled up. A model could work well.
It Makes Ruliano Look Like Doom 3
#4049 posted by Fern on 2007/11/02 03:27:32
nt
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