#425
#426 posted by Kinn on 2016/12/28 20:23:52
Back in 2005 I do remember trying to get quake engine authors to agree on a standard orientation for the skybox. I wouldn't be surprised if there's still inconsistency in sky orientation even today*
(* no evidence to back that up, just saying I wouldn't be surprised)
Been Replaying Stuff
#427 posted by dwere on 2016/12/29 16:33:59
When I first discovered the credits map, I was absolutely charmed. My first and last thought was something along the lines of "This is the best version of Oneiros I've ever seen, minus the color palette". But not because I didn't like the palette, it was just different.
Now it looks much closer to Oneiros, but I'm not sure it actually benefits the map. The old version was like something out of a fairy tale. The 1.5 version is white on magenta - rather cold and lifeless, but not in a cool way.
Maybe a warmer shade for the main color would improve it, but right now it kinda lacks contrast.
Or maybe it's the baby duck syndrome again.
Dwere
#428 posted by mfx on 2016/12/29 21:20:53
First off, the connection you made with Oneiros never ocurred to me while making the credits map.
But i see your point now.
Concerning the light in the map, the bounce and phong shading has a general "brighten up everything" tone to it, it lacks contrast in the end. Besides other points.
I admit wholeheartly, those features where just "tacked on" to the original map files when recompiling, so the results are what they are.
Glad for your feedback tho, thx a ton, you actually spoke out one of my main concerns about it...and any future maps will be lit accordingly... Yep.
@Topher
#429 posted by mfx on 2016/12/29 21:22:26
Thanks for your demos so far! Glad you liked it.
Oneiros
#430 posted by Mugwump on 2016/12/29 21:40:32
Is this a Quake map? I've searched Quaddicted with this keyword but it returned no result.
I never played the 1.42 version of the end map but I saw a screenshot with a decidedly different dark blue sky. Any specific reason for the tone change? This can't be just because of the lighting, can it? Now I have to reinstall 1.42 to see the difference!
Anyway, I enjoyed the 1.5 version quite a lot. I love the islands-in-the-sky theme. BTW, what's with the monster count? I got only 2 frags in the end while having actually killed much more - and no fish.
Clive Barker's Undying
#431 posted by mjb on 2016/12/29 21:44:53
Great game.
Mugwump
#432 posted by mfx on 2016/12/29 22:07:00
i was refering to this
https://fr.wikipedia.org/wiki/Oneiroi
Clive Barkers Undying had no influence on the design tbh, as i don't know this game :)
Oh
#433 posted by mfx on 2016/12/29 22:10:21
and the monstercount you can't rely on.
All of the monsters spawned via the hidden button do not add up to the final count, because of the "nomonstercount" flag.
Correction
#434 posted by mfx on 2016/12/29 22:11:40
not a flag, its just a key set on those monsters.
#435 posted by Mugwump on 2016/12/29 22:37:13
First off, thanks for the french wiki link, that's a nice attention, though I wouldn't have minded an english link.
Hmmm, "demons with black wings"... So I guess the Night Gaunts are these Oneroi.
As a Clive Barker fan, I did play Undying back in the day. I thought it was a pretty good game but I don't remember much of it, and Oneiros doesn't ring a bell. I might reinstall it someday.
BTW, you haven't answered my question about the color tone change.
I Haven't Answered Because Its Minor In My Eyes.
#436 posted by mfx on 2016/12/29 22:40:15
Fair Enough
#437 posted by Mugwump on 2016/12/29 22:58:29
I asked out of curiosity but yeah, gameplay is what really matters. I loved how it's mostly exploration for the first part and then, right when you grab the secret, all hell breaks loose! Minor quibble: the last "boss" fight is a bit anticlimactic, especially compared to the secret fight: all you have to do is safely snipe from the other side of the bridge.
I Know
#438 posted by mfx on 2016/12/29 23:01:38
but there has to be some things to moan about in the end, nothing will ever be perfect. words words words....
Hah!
#439 posted by Mugwump on 2016/12/29 23:34:40
Rest assured that of your maps I've played so far, I very rarely have anything to moan about. BTW, how's work progressing on your spaceship map that you teased us with a few screenshots some time ago? I expected it to be in 1.5 and was a bit disappointed to see it wasn't there...
#440 posted by mfx on 2016/12/30 00:01:20
Oh well, that map needs some rest again, the tech/engines aren't ready yet. Or sth.
Awww... It Looked Great!
#441 posted by Mugwump on 2016/12/30 00:38:32
And we don't have many space maps in Quake. What's so special about it that modern engines can't handle?
Simple
#442 posted by mfx on 2016/12/30 00:48:13
Too many faces being drawn at once, because of excessive facecount/geometry being too detailed. Huge vistas play a role too. I hardly expect this to not improve over the time, tbh.
We'll see, but atm the map is unoptimized. And not much fun to play.
#443 posted by dwere on 2016/12/30 01:28:33
This can't be just because of the lighting, can it?
Well, it seems to me that the only major change is the fog color. Even the skybox is the same, but the way the fog affects it (I think it's the fog) makes a lot of difference.
Also, it seems to me that the shadows remain cold, which doesn't work as well with magenta as the primary color of the sky.
Dwere
#444 posted by mfx on 2016/12/30 02:02:34
if you don't mind, give some examples (like screenshots), so i can follow your reasoning more closely. I try to improve the light with every new map (and with older ones revisited), so im glad with any feedback you leave here.
Thx in advance.
Basically....
#445 posted by Shambler on 2016/12/30 09:53:16
MFX, GO MAP.
#421
#446 posted by xaGe on 2016/12/30 23:36:27
They do?! Define seasoned? After 20 years I must not be seasoned. I examine the files before I put them where needed under my quake directory, read the readme for mention of need to know impulses & other info and not blindly delete anything. You described the opposite of seasoned.
#447 posted by lpowell on 2016/12/31 02:22:36
Is there a document detailing the wave/trigger setups for the bosses (ice goldem, eidolon)?
#446
#448 posted by PRITCHARD on 2016/12/31 02:51:34
I think he meant seasoned as in "herbs and spices". Well marinated Quakers tend to taste better when you delete their config files. /s
LOL Pritchard!
#449 posted by Mugwump on 2016/12/31 03:19:07
@xaGe Well, it never hurts to take a look of course, but what I described is the very abbreviated version of the advice I was given several times when I was still very new to the community from people who have done it for years when I complained that some mods fucked my config up and forced me to redo it all over again. I never meant that they do it blindly, or that anyone should for that matter.
@preach - It's Awesome You Read Me Correctly
#450 posted by Baker on 2016/12/31 08:03:15
It might even let you fix the issues that future versions of a mod break compatibility by adding the progs to the map pack, thereby freezing the version of the progs which the map pack uses (although on the flip side this means that you won't get bug fixes from future versions either).
I've been thinking about this. You read my mind.
I want a mapper's map to be played in the context of the original mapper's intent.
About Spike: Spike is 1/3 right and 2/3 wrong.
I love Spike, Spike is very intelligent.
But 18 months ago, Spike didn't fully understand what the Quake Injector did or why it was important.
I'll just say this: Spike is wrong. I'll prove it later.
I can explain exactly why Spike is wrong.
I'm rather happy you correctly interpreted my posts from my point of view of someone who cares about the infrastructure of Quake and the intention of mappers.
I also wish you structured the Quoth 2.2x updates in the same "peel back" manner as previous Quoth release.
Story for another time.
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