#5373 posted by JneeraZ on 2008/12/23 11:25:29
I think the opposite, actually. I think the reason it isn't being released is because they HAVE money. They sold the Max Payne IP and a few other things so they are flush with cash for years to come. Scott and George are already rich from years past so there's no pressure to release the game. This allows them to tinker endlessly, throw stuff away and start over, etc. All of those things are good to a point - but without pressure to ship you can slip into a state where you are perpetually building and never finishing. It's dangerous and I think that's where they are stuck at the moment. Not sure how to knock them out of that groove and get them back on the shipping path though...
Hmm
#5374 posted by nonentity on 2008/12/23 13:42:06
back on the shipping path
lane surely?
Merry Christmas
#5375 posted by DaZ on 2008/12/25 17:45:25
...and I found this little gem in the svencoop 4.0 for half-life.
http://www.svencoop.com/screenshot_pics/40/it_has_leaks6.jpg
Heh
#5376 posted by necros on 2008/12/25 18:00:20
the flying HL monster actually doesn't look all that out of place in there.
Wow
#5377 posted by megaman on 2008/12/27 15:41:25
is sven coop still the abomination that took existing levels and made them into stinking piles of shit it was for hl1? Looks like it still is ;)
New Level That Might See The Light Of Day Eventually...
#5378 posted by JneeraZ on 2009/01/02 19:31:19
Looks
#5379 posted by necros on 2009/01/02 19:50:10
very clean and ordered
Thank God
#5380 posted by Zwiffle on 2009/01/02 20:03:07
Not a base map!
#5381 posted by JneeraZ on 2009/01/02 20:06:58
Or IS it?!
You PRODUCTIVE Bastard!
#5382 posted by RickyT33 on 2009/01/02 20:28:51
nice work! :P
Don't See
#5383 posted by ijed on 2009/01/02 20:33:58
That pale wood set much - looks good.
Yeah Nice,
#5384 posted by Shambler on 2009/01/02 23:23:28
Good shots.
One thing though, the texture under the curved arch doesn't match up with the bricks surrounding it - a pet peeve.
#5385 posted by [Kona] on 2009/01/03 01:54:21
yeah looks nice. maybe a diff texture under those arches or doorways? archway on the right of the second shot is a bit plain... maybe add some decals/lights, or give the step that metal trim. then again, i'm a bit of a detailist.
#5386 posted by JneeraZ on 2009/01/03 03:24:30
It's still early stuff, but thanks for the feedback! I was considering doing something custom inside of the arches. Your feedback kinda confirms what I was thinking in the back of my mind ... thanks!
Progress
#5387 posted by DaZ on 2009/01/03 10:25:12
3rd Shot Is Kinda Bland...
#5388 posted by - on 2009/01/03 12:45:56
but overall looks fucking nice Daz!
Q3 CPM Map 'in Da Works'
#5389 posted by sock on 2009/01/03 13:28:47
Screenshot : http://www.simonoc.com/images/design/maps_q3/silent_1au800.jpg
The website page has been updated with new screenshots and a list of changes since last alpha. If you have any spare time, please drop by #CPMPICKUP channel and give the map a test drive! All feedback welcome.
Top down map layouts, screenshots and download link are available here:
http://www.simonoc.com/pages/design/maps_q3/silent.htm
Daz
#5390 posted by nitin on 2009/01/03 13:57:32
2nd shot looks ace, rest a little uninspired IMHO.
Erm. (re: Daz + Comments)
#5391 posted by Text_Fish on 2009/01/04 03:54:46
I look forward to playing this but personally the second shot is the weakest for me. It may be quite pretty in a conventional HL2 sort of way, but it sort of implies that there might be a lot of 'walk round corner and be impressed by sunlit vista' moments that got quite boring in HL2. Personally I love the idea of veteran Q1 mappers applying their legendary instinct for ferocious combat to games that are more commonly known for eyecandy and scripted setpieces.
#5392 posted by JneeraZ on 2009/01/04 11:17:28
I love the first shot. I think a map that was based entirely around that "abandoned" theme would be awesome. A primarily exploration based level - combat could be worked into it but if the main basis was great looking areas in an abandoned factory or something it would be memorable.
Vistas Vs Gameplay
#5393 posted by DaZ on 2009/01/04 11:24:50
Its funny you should bring that up fish as I was thinking the same thing about that beach area, originally it was just a nice set piece to start the whole episode off with, the player simply awoke on the beach and had to make his way around some rocks to the houses at the other side.
Eventually I decided that was quite a weak intro so now currently there are pools of water filled with leeches that the player has to avoid by finding ways around them and various little puzzle "alleys" contained in the rocks with sentry guns and mines and all sorts of other defences before you make it to the buildings. I also had to cut down on the amount of water in the scene as it was starting to bring my graphics card to its knees in some areas, eventually I found a nice compromise by using slightly less water and using a slightly less complex water shader for the scene which seems to have done the trick for now.
I had no issues with the vistas in HL2 though, and its certainly great fun to create some of my own in a game I enjoy just as much as Quake!
#5394 posted by JneeraZ on 2009/01/04 11:31:38
"and its certainly great fun to create some of my own in a game I enjoy just as much as Quake!"
Ultimately, that's what's important. If you're having fun, forget the haters. :P
Incidentally...
#5395 posted by DaZ on 2009/01/04 11:46:36
Willem you are spot on with your comment on shot #1, thats exactly the type of level I'm aiming for with that section, I've been tracking down just about every urban exploration site I can get my hands on for reference material!
Loving those shots you posted also, like others have said you don't see those textures very often in a Quake map and I'm liking the clean lines going on there too. Looking forward to it!
Sock
#5396 posted by - on 2009/01/04 14:14:09
Texture set is temporary!? That looks fucking great IMO. Stylized and clean.
Scampie
#5397 posted by sock on 2009/01/05 08:59:00
The texture set feel temporary to me. The crowd of players the map is aimed at sort of dictates what I can use, mainly bright textures with well defined edges and no clutter. Originally the map was all gothic and moody, but no one could see anything! :D
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