Scripted Sequence Test
Hi there, this isn't much of a beta really, but I'd like some feedback on how well this sequence works. I've been fidding with it on and off for a while to a point where I've lost a good critical eye for it :( I know what direction I'm always looking in when stuff is happening, but not if it works for others.
I put up a screenshot of the room a while back, this is the room actually 'animated'. Don't expect aligned textures or proper lighting :E
zqfarrival01test
Needs Quoth2 Btw!!!!
Damn I always forget to post that...
Well That Worked For Me
#7140 posted by RickyT33 on 2010/12/19 18:12:16
Truly awesome quake scripting. You should check it out guys, this reminds me of Half-Life big time! Nice work. More please.
ZealousQuakeFan
#7141 posted by JPL on 2010/12/19 19:08:01
What RickyT23 said. Very good and awesome explosions !
Keep it up !
Nice!
#7142 posted by Spirit on 2010/12/19 19:16:12
1. You cannot aim straight up in vanilla Quake. I had to jump and shoot at the highest point.
2. The messages were a mixture of "narrator/radio" and "game commanding the player". Can you use different colours? If not, use different formatting or prefix the radio messages with something.
3. Looked weird how the enforcers just stood there while hell was breaking loose.
Thanks For Comments :)
1. You cannot aim straight up in vanilla Quake. I had to jump and shoot at the highest point.
Good point. I tested it in Fitzquake/Darkplaces but they both allow you to look straight up. You need a limit removing engine for it, the amount of entities is huge but I will move them further to the sides, I dunno how many other engines support vertical looking like that :E
2. The messages were a mixture of "narrator/radio" and "game commanding the player". Can you use different colours? If not, use different formatting or prefix the radio messages with something.
Hadn't thought about that! The different colours is a good idea, though I don't know how to do it. Seen it done before though iirc. I suppose I could try using voice samples too, but I don't have a particularly menacing voice myself :P
3. Looked weird how the enforcers just stood there while hell was breaking loose.
Yeah, it's really fighting against their AI to make them move in a scripted fashion. It sometimes doesn't work and they don't get killed as they should too :E I thought it would look okay if they start running as the roof falls at least :p
Perhaps if the roof collapses earlier?
Nice One
#7144 posted by negke on 2010/12/19 22:31:45
Very cinematic. Though what seems a little odd is that two small pipes can make the entire base explode. Slipgate technology is quite unstable apparently, heh.
Search for "quake name generator" - you can just enter the colored text and paste the code in the message fields.
Slipgate technology is quite unstable apparently
How do you think it creates so many hell portals? :p
Also ta for the generator thing, took a little searching since it just comes up with loads of stuff for Q3 :E
Zqf
#7146 posted by jt_ on 2010/12/19 23:46:14
Amazing! I wish more maps were like this.
Zqf
#7147 posted by necros on 2010/12/20 01:53:27
very impressive! if you can maintain that level of scripting throughout the map, it would be quite an achievement.
reminds me a lot of HL but also of those neil manke HL maps like darkstar.
n1!
Some Pics Of Progress.
Nice
#7149 posted by necros on 2010/12/20 22:12:42
shot 1 and 2, could use small pointlights wherever the fullbright 16x16 lights are.
it's very dark, but from what i can see, it looks like you've done some nice curvy trims and such.
shot 3 is nearly pitch black.
shot 4 has some nice stuff but the placement of the lamps seems a bit haphazard. also, take a look around at custom texture sets and see if you can get a bigger texture for the grass. the 64x64 one really shows it's tiling.
Yeah light placement is very slapdash :E
I'll have to look into sorting out my monitor or gamma, didn't realise they'd be so dark. hmm...
#7151 posted by necros on 2010/12/20 22:22:38
it's probably fine in-game. indeed, even if it were too dark, there's always the brightness setting.
I Don't Think
#7152 posted by Drew on 2010/12/20 22:25:01
you can make anyone happy with screenshots - it seems like they're almost always too dark for some.
Although, yeah... too dark, hahaha!
Agree about the grass - maybe even just make it bigger and rotate it, add some details to break up the grounda bit or something...
also, the sunlight looks a bit weird with a starry night sky,imo
But it looks pretty great so far, looking forward to playing it!
I'll have a look at using a higher brightness but greater falloff and see what I can come up with. Also yea I've kinda not bothered making any lights have an apparent source in a fair few places.
The sunlight is a bit weird yeah. I was going to play with that coloured light compiler and see if I could have a softish blue sunlight over the place. It's currently OTT though.
Anyway, more soon :p
Bit better?
Crossing the red and blue slightly mind...
Much Better
#7155 posted by jt_ on 2010/12/21 01:10:03
Necros
#7156 posted by Blitz on 2010/12/21 05:42:41
That "ayelid.jpg" screenshot looks fucking rad. Please finish / make something of that : )
#7157 posted by necros on 2010/12/21 06:23:05
Wow!
#7158 posted by madfox on 2010/12/21 06:47:07
Very atmospheric, feels like Rune!
Yeah Definitely Very Rune
#7159 posted by nitin on 2010/12/21 06:50:25
I would personally go for a Shadar Logoth look though.
#7160 posted by Trinca on 2010/12/21 09:46:15
both ZealousQuakeFan and necros got some nice stuff cooking... can't wait to play it...
necros pic look like a recente game with Quake weapons :p
I Would Definitely Have Sex With Necros' Nose.
#7161 posted by Shambler on 2010/12/21 10:16:50
Good stuff.
ZQF, also good stuff, a definite improvement. Some good designs and detailing. Make sure you keep it consistent.
#7162 posted by gb on 2010/12/21 13:48:14
Nice stuff necros, nice use of mapmodels also. Everybody should use more models.
That arch is pretty mature and high brow.
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