#476 posted by JneeraZ on 2016/02/11 12:22:03
"what have YOU done for the Quake scene that's anywhere near as cool?"
Yeah, that's a terrible argument.
Have you made a movie? No? Then never give me your opinion of a movie ever...
Re Using Assets
#477 posted by ijed on 2016/02/11 13:21:51
Models are hard to make because of the archaic tool chain. I know there are better ones now, but even so.
Now, try picking a job to do from here:
* Texture Art
* QA
* Code
* Modelling
* Animation
* Mapping
* Project Management
* PR
* All of the Above
To a greater or lesser extent, making a mod for any game is forcing yourself to take the last one on that list.
Re using assets is a way to reduce part of that crushing workload. And remember you're supposed to be doing all that for fun.
Getting others to help you make a mod is another way, but people are incredibly flaky when it comes to doing hard work for free (fucking weirdos).
Most players of games rarely acknowledge or know about the huge efforts made on their behalf.
Here's a simple way to put it. If you'd paid, say, $10USD for Arcane Dimensions across Steam you'd be well within your rights to expect all the content to be original.
But you didn't. So you have to settle for 'only' 90% of the content being original.
I reskinned the robot from Shrak for RRP because I know how blinkered player perception can be. It helped a little bit, I think.
As a side note, I'm not sure how much of RRP could fairly be called original content. Much, much less than AD. The maps, the Hunter, some code for the Tarbaby's a few odds and sods stolen from RMQ.
All told it's probably around 20% (and maybe I'm being generous). And I didn't even properly document all the places I stole content from - nowhere near as concisely as Sock did for AD.
---------------------
The Centurion is cool. But I did find myself wishing he'd had more acrobatic death animations. Like the hoverboard crashing like a Bob and throwing the guy off to gib against a wall.
I did start to code in a death where he'd accelerate as a projectile and splat, but gave up before I'd started because of too many other things to.
Hm
#478 posted by ijed on 2016/02/11 13:24:18
RRP is probably more original than 20%. But only because of the maps made by MFX and Hrimfaxi.
Moving On
#479 posted by sock on 2016/02/11 13:46:00
what have YOU done for the Quake scene that's anywhere near as cool?
This is never a good argument and always ends with everyone getting defensive and angry. Its fine, let parubaru pour all the hate he wants in my direction, I am sure one day the shoe will be on the other foot!
I feel proud of the AD MOD, it was a good experience, I worked with a lot of cool people, learned a ton of cool stuff about MOD teams and finally understood that you cannot control everything, A MOD team is very much about embracing diversity.
I also had the chance to create my own interpretation of monsters and weapons and while some worked better than others, it was interesting to see how everyone reacted to certain designs. Probably the most important thing for me is that all of the assets are open source. Anyone from the community can take the MOD, change around stuff or merge into their own Quake projects as much as they like!
Standing on the shoulders of giants
There is rarely ever true originality, all projects and ideas are based on something that has come before. Its never about who creates something first, its about embracing new ideas and letting everyone change, re-arrange and explore new creative directions.
Arcane Dimension Rocks!
#480 posted by Skiffy on 2016/02/11 15:41:15
And will be the bases of many epic maps for 2016! I cant find much to complain about there. Enjoy it folks because its free and was done for the joy of it by all the devs in this thread.
#481 posted by metlslime on 2016/02/11 18:03:18
yeah, i do wish he had a cooler death -- hoverboard slipping out from under him and crashing into a wall, while he falls to his death separately, is kind of what i pictured.
Or having it explode and gib the guy is a cheaper way to make it cooler.
#482 posted by mankrip on 2016/02/11 18:04:54
I'm not giving much feedback yet, because there's tons of stuff in this mod and I want to experience everything first, to understand the cohesive vision behind the details. But so far it's amazing.
Centurion
#483 posted by sock on 2016/02/11 19:01:57
Or having it explode and gib the guy is a cheaper way to make it cooler
I added a bunch more skins so a pack of them can look slightly different. He now fires plasma instead of nails and his gib death is a large sprite explosion and a shower of gibs!
What Have You Done Comment
Was just a jab not really intended as an argument of any kind. Immature on my part. My bad.
So Yeah.
#485 posted by Shambler on 2016/02/11 20:31:02
I quicksaved right before the exit of Swampy, thinking "great, I'll go explore later and find the silver key for the roof secret and all the other shit and those books".
And then I went into ad_end to check it out, saw if was a floating map, and promptly overwrote that quicksave.
FML.
#486 posted by Kinn on 2016/02/11 20:41:30
we really need engines to store up to 5 incremental quicksaves before overwriting the oldest one
#487 posted by metlslime on 2016/02/11 20:50:14
that can be done with aliases in a config file
alias quicksave1 "save quick1;bind F7 load quick1;bind F5 quicksave2"
alias quicksave2 "save quick2;bind F7 load quick2;bind F5 quicksave3"
alias quicksave3 "save quick3;bind F7 load quick3;bind F5 quicksave4"
alias quicksave4 "save quick4;bind F7 load quick4;bind F5 quicksave5"
alias quicksave5 "save quick5;bind F7 load quick5;bind F5 quicksave1"
bind F5 quicksave1
(caveat: i just typed this out and haven't tested it yet)
Metl
#488 posted by Kinn on 2016/02/11 20:51:17
nice!
#489 posted by mankrip on 2016/02/11 21:09:00
Or simply have support for more saves in the Save menu.
Makaqu supports 100 saves (00 to 99), and I usually use 30 to 40 in big mods.
Cycled quicksaves would be messy to load.
#490 posted by JneeraZ on 2016/02/11 21:17:09
Have you ever needed to go back 25 saves?
More Snaps
#491 posted by sock on 2016/02/11 21:24:17
we really need engines to store up to 5 incremental quicksaves before overwriting the oldest one
What about the feature Baker put into MarkV with a1,2,3 etc timed saves? Would it make sense for something like this to be added to QS? or other engines?
MarkV Cool Idea
#492 posted by sock on 2016/02/11 21:29:16
#490
#493 posted by mankrip on 2016/02/11 21:41:52
I use saves for historical reasons, to be able to quickly go back to cool places/battles at anytime. Not just as an assistance to beat the game. I usually create 3 to 6 saves per map.
Yes, I'm emotionally attached to savegames.
A Few More Things:
#494 posted by Shambler on 2016/02/11 22:11:31
Changing default gameplay settings
No I don't do this. Same with using cheats and gameplay mods in normal games, same with the coop mode in Warpspasm. I want to see what the gameplay is like how the developer intended it.
Feet
Naff as any fule kno and turned off straight away.
Other ambient sounds, creaking etc
Really good, the creaking is well creepy. Like the new effects, used very well.
Breakables
I think I mentioned this before?? Also really good, great addition and used well. I like how the surfaces are indicated, I also like monsters breaking through them (an atmospheric trap with a bit of warning.
Mage bellends
Not Quakey enough but I do like their teleporting effect a lot.
Backstein Redux
Fine but I don't think the gameplay mods add anything apart from slowing it down while you dodge Flying Skulls. Harder on Normal than Backstein was on hard.
Projectile shotguns
I wasn't quite clear enough before, I think they are actually quite neat and I kinda like the effect (except shells are a bit meh and the orange particles make shooting secrets a bit less obvious). The problem comes when faced with certain enemies e.g. accurate Ogres, distant crossbow knights, tiny flying skulls and dodging bobs etc.
Crossbow Knights
Kinda annoying but kinda well done aesthetically. I think these have to be used with a lot of care in maps to not be super frustrating and instant health loss. Having multi-angle ambushes in Lavatomb with the knights completely invisible against a grimy alcove was not a high point.
Traps in Necrokeep
The right hand path is possibly the worst gameplay I've seen in any recent Quake map? Did you really have to go through a few instant death crushers then get pushed off into a room full of buzzsaws that spawned a vore in the middle, or did I imagine that after a particularly traumatic curry experience?? I did actually get through the final pushers/crushers to avoid the buzzsaw/vore farce, it took me about 40 attempts from a quicksave??
Secrets
Generally great in everything, both the execution and the detailing inside. Always a pleasure.
Triple shotgun
Cool.
Played It All Now!
#495 posted by mwh on 2016/02/11 23:29:13
Loved the projectile shotguns. The triple barrelled shotgun/widowmaker is very satisfying to use and has a great sound. The only downside is that it gives you a risk free way to take on zombies at close range: not sure that's an improvement over all.
The new axe is fun (and in contrast to the above, using it to take out zombies at close range is an interesting challenge: do you just use the axe to knock them down and gib, or switch back and forth with another weapon, etc).
Monsters... I think possibly the new crossbow dudes have too much health? Liked all the base monsters I think. The bob-a-like's seemed less of a pain than the quoth ones.
There seemed to be an endless parade of ogre variants that I never really got the difference between (although the hammer one was fun, generally I try pretty hard to not get in melee range of ogres ...). The death knighty things were more differentiated. Liked the zombie knights.
I think I enjoyed most of the more different stuff too -- mages, wraiths, etc. As someone said ages ago the minotaurs somehow manage to not be as hard as it feels like they should be -- perhaps a function of how they are used though.
Loved the breakables!
I Thought That
#496 posted by Drew on 2016/02/11 23:35:41
the right hand path in necrokeep was fucking great. Very tense in a long form way that quake maps rarely achieve/do right.
I also enjoyed Xen though, so...
Maps
#497 posted by mwh on 2016/02/12 00:07:15
(no demos, sorry)
ad_swampy
Just an amazing experience. I think I've easily played this for 6+ hours, mostly hunting for secrets of course. I think I even stopped getting lost after a while, although finding the purple (?) key door after finally finding that key was pretty irritating.
ad_cruical
Also great, although I found the ammo balance a bit off.
ad_obd
Sometimes I feel like I'm the only person in the world who didn't really like backsteingotik. I enjoyed this more, for whatever reason.
ad_mountain
I really liked this (on skill 1). Different to the usual quake experience, but in a good way IMO.
ad_end
An appropriately twisted way of "finishing"
ad_lavatomb
Still feels like a jam map somehow. A very good one, though :-)
ad_necrokeep
Enjoyed this one a lot. Some bitching secrets! (Are you really just supposed to rocketjump into the windy tunnel?)
ad_dm1
A bit more easy paced to start with, which was nice (if I remember correctly). Enjoyed.
ad_dm5
Not really a remix if the original is so hidden away :-) Enjoyed figuring out the mechanics, found the layout a bit confusing and hard to know if I'd been somewhere before.
ad_e2m7
Seemed like a pretty faithful remix. Can't remember where the secrets were in e2m7 though...
ad_e2m2
Lots of fun figuring out how to get into the nooks and crannies. I love exploring maps like this.
ad_e1m1
Only very vaguely remember the original. Was fun though.
Credits
#498 posted by parubaru on 2016/02/12 15:44:23
Detailed investigation and review of all 3 published readme files is in progress.
The results are to be posted here sometime next week.
You're Fun
#499 posted by Kinn on 2016/02/12 15:47:06
Parubaru...
#500 posted by Skiffy on 2016/02/12 16:03:00
Wow really? Ok whatever makes your hair blow back man.
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