Enki
#5598 posted by ijed on 2009/04/04 14:52:23
Nice.
Willem, all we need now is a windows version - there seems to be alot of discrepansies in the versions of Qme - framegroups yes / no different model formats, uv formats etc.
#5599 posted by Zwiffle on 2009/04/04 16:56:24
Spoken like a person who has never been truly depressed. Don't be so ignorant, please.
That's like telling someone who doesn't understand love because they've never fallen in love not to be ignorant. How odd.
Zwiffle
He's not saying he doesn't understand it - he's claiming it doesn't exist. It's a very different thing.
It's like saying you don't believe in Japan because you've never been there yourself.
Negke
Will be released soon, adding a bit more onto the end as everyone said it finnished too sudden
Mc Kri Szaree Alias Gyrizmanics Kula Edition
#5602 posted by Mc Kri Szaree on 2009/04/14 14:24:08
Hello!
The legend of continue:
gyrizmanics kula edition maps extended pharse continue
info@kriszera.hu
Alternate Mc Kri Szaree
#5603 posted by Alternate Mc Kri Szaree on 2009/04/14 14:24:55
kriszera@t-online.hu
I Dont Really Think I Understand What You Mean Mate?
#5604 posted by RickyT33 on 2009/04/14 14:32:02
You want us to email you for information on what exactly?
Viagra, Obviously.
#5605 posted by Shambler on 2009/04/14 14:50:48
Duh.
Heh
#5606 posted by ijed on 2009/04/14 15:05:04
#5607 posted by JneeraZ on 2009/04/14 15:24:08
I think he has between 20 and 40 million in the name of a prince who needs someone in your country to transfer it for him. You'll get a cut, obviously.
extended pharse
wins Shambler's Goatse Seal of Approval.
Hmm
#5609 posted by nonentity on 2009/04/14 19:51:33
Isn't the entire of func_ an extended farce?
Level Is Finally Complete (again)
level has been fixed with everything i was told about in the previous release and i added a bit at end of it.
feedback would be greatly appreciated thanks
http://www.quaketastic.com/upload/files/single_player/toabeta2.zip
GREATLY IMPROVED.
The end game though, could be more challenging. Easy to pass by monsters infighting.
Which is not necessarily a bad thing.
The shambler near the gold key is still easily killable from behind the bars.
Great improvement in layout and nicely implemented multiple routes...
Good job!
Deathmethod
#5612 posted by nitin on 2009/04/15 11:14:59
if that is final release, post a news item (or just post a comment confirming and one of the mods will).
Nitin
#5613 posted by Spirit on 2009/04/15 11:21:23
It says beta in the file name and a textfile is missing. ;)
Can't wait for the release! I so want to play this.
It wasnt a final release, will add a bit more and release it tonight.
#5615 posted by Trinca on 2009/04/15 16:19:31
then i will wait untill tonight :p
Small
#5616 posted by madfox on 2009/04/16 03:07:10
Anyone feels for betatesting small Quake1 level?
Beta
#5617 posted by madfox on 2009/04/16 03:09:45
Madfox
#5618 posted by spy on 2009/04/16 05:11:32
i'm glad you didn't abandon that map
Madfox.
#5619 posted by Shambler on 2009/04/16 16:32:15
Interesting map. Very promising, a lot going for it, but needs a lot of refining too.
Good:
+ Strong theme
+ Consistent textures
+ Good and interesting layout
+ Interesting exploration
+ Backtracking is well covered
+ Some great scenes and some good architectural themes
+ Generally good, well balanced gameplay
+ Layout (water + backtracking) makes fighting more interesting
Bad:
- Architecture is sometimes scruffy.
- Not always a strong link between different sections.
- Some sections e.g. underwater are pretty plain, also underground cave section looks plain
- Underwater section underused
- Could do with more monster variety, how about some lesser used ones e.g. spawn and dogs
- Item balance a bit funny, not always items in the most useful place.
- A few too many shotgun shells and not enough rockets
Needs fixing:
!! Many doors upon upwards when they should open sideways
!! Lots of trim textures are b0rked and don't match the section they're on
!! Stretched windows and textures need fixing
!! Skeleton is a decent model but needs improving: Looks too puny, weak animations, CC animation almost entirely lacking, shouldn't be firing lasers in a fantasy setting
!! Shouldn't be enforcers in a fantasy setting
!! Boss monster looks ridiculous, texture and idea is good but looks like a giant cookie monster, also pretty easy to defeat.
!! In underground section, switch, key, and doorway to bridge need more lighting up
!! Various sections where it feels a bit easy to get stuck on stuff
!! Skybox has obvious corner seams and crude ground sections
Keep tweaking and polishing this, it's a potentially excellent map, just in a crude form at the moment.
Great!
#5620 posted by madfox on 2009/04/16 23:54:23
Thanks for your commend shambler!
Architecture is a little rough because I spend most time on a few hom's that wouldn't get away. So I started from start and succeeded to construckt it again without a big box around it.
The way I transported Bones to Quake1 was a bit difficult, as the head had so many vertices I had to simplify it. And indeed it looks a bit thin, from a distance it is hard to hit. First I made its encraving touch on 4 units distance but than they glided away between the edges of bad polygons.
CC animations don't sound familiar, but wakes my interests.
As for the end boss. I know it looks stupid, yes. But I had this queer idea to make a thing coming out of nowhere breaking off space to escape along. So I ended up this way. My most concern was to make the textures right. They seemed to change from normal textures, as the lightning is supported otherwise.
I am changing its cube outfit more to distracted one.
So it all is in a half way state only to see if it's working.
Is there noone who can make a hom monster?
Madfox
#5621 posted by Shambler on 2009/04/17 10:15:27
Bones - needs to be beefier and ideally made more Quakier. Give him a Nailgun type thing maybe, and some brutal claw for CC. Maybe a slightly bestial skull, something like that.
End Boss - the idea is very good, something coming out of the walls, it's just the model looks silly for it, keep working at it.
Yes
#5622 posted by madfox on 2009/04/17 22:26:01
On Tarspleen was a version of Bones who had the claw attack, but I had to delete them. They made the model spawn away. I still have the animation frames of bones, but the transport to Qmle is so hard due to verticemeshes.
I still don't get the convertion idea to Max3D.
In some way the model always returns with an altered vertice count.
But I can make the End Boss more like a crunchy rock-type.
|