#7253 posted by gb on 2011/01/14 20:42:38
This gives me ideas like forcing "gl_texturemode gl_nearest_mipmap_nearest" on map load.
That's like being the Amish of Quake.
#7254 posted by necros on 2011/01/14 20:48:58
it would be kind of funny to fuck with the player by repeatedly changing back and forth through different texture modes... with animating textures and stuff... could be really psychedelic.
#7255 posted by Spirit on 2011/01/15 00:24:24
I rather be amish than a half-plugged peacock.
Lol
#7256 posted by RickyT33 on 2011/01/15 03:34:43
Hyper Alpha State
#7257 posted by meTch on 2011/01/18 08:51:08
http://img834.imageshack.us/img834/3491/tmpquark000000.jpg
all the shit disks will be jumppads at one point
still just a shell of a multiplayer map really
The Pit
#7258 posted by meTch on 2011/01/19 18:12:35
#7259 posted by Trinca on 2011/01/19 20:09:33
look like a map parboil made but in the lava!
http://www.parboil.quakeworld.ru/maps.php
Old Crater
But this one guess is with wind :) look fun
Safe3 Final "Deadly Momentum"
#7260 posted by ziffon on 2011/01/20 14:18:33
Hi guys,
Been doing some tweaks to safe3 (q1 map) since last post here. Feel pretty good with the result. Cannot think of anything I want to fix right now so I'm thinking of making a release. However, before doing so I'd like to ask for your input. Are there any improvements to be done or bugs? Again, thanks to everyone who's been giving feedback and directions, it's very much appreciated.
Also, once I release the map should I notify any sites or people to get some attention? :)
Map can be found here:
safe3final
Screenshots:
safe3f1.jpg
safe3f2.jpg
safe3f3.jpg
safe3f4.jpg
Q1shw1: Devastation
#7261 posted by ziffon on 2011/01/20 14:23:52
Shadow, i'd live to take a look at your map but the d/l url doesn't work. It looks very interesting judging by the screens.
#7262 posted by Trinca on 2011/01/20 20:07:57
ziffon
http://quakeworld.nu is a prioraty!
then you can post in here and at http://quakeone.com
Prioraty My Ass
#7263 posted by negke on 2011/01/20 21:24:14
Since when has posting new maps at qw.nu ever lead to constructive feedback?
Ziffon
#7264 posted by ShadoW on 2011/01/20 21:29:42
Shadow
#7265 posted by ziffon on 2011/01/20 22:37:06
Grrreat, I just noticed on the front page as well :P
Gonna take a look at it.
#7266 posted by [Kona] on 2011/01/20 23:53:32
Hows your Q4 map going shadow? :)
Screens of Devastation look good.
Q1shw2 - Layout Test
#7267 posted by ShadoW on 2011/01/21 17:46:08
Hey guys, me again :). So I had this idea for a map. And when I have an idea, I simply have to make things. So here's very fast (about 3h of work), first layout test for new map.
http://dl.dropbox.com/u/16372046/q1shw2_test.zip
Ugly - no light (or vis), and no items exept MH and RL.
You're A Mapping Machine Shadow!
#7268 posted by nitin on 2011/01/22 04:17:47
Indeed
#7269 posted by negke on 2011/01/22 11:15:57
Layout seems okay in general. Parts of it feel too long or spacious, though. The teleporters are a bit odd. I'd say either relink them or turn them into jumppads. Lol at the door. Needs to be faster.
So I Found My Install Of Fraps...
...and thought I'd have a go recording some Quake
http://www.youtube.com/watch?v=8JWsc3IjKTE
I know sod all about videos and compression and stuff, was mostly just fumbling a bit with Virtual dub and such. If anyone has any tips on this kind of thing I'd be interested :E
#7271 posted by negke on 2011/01/22 18:51:37
When recording for Youtube, it's probably advisable to use a higher resolution (like 1024) and also increase the game's brightness more than you would for regular playing. Then compress the video with Xvid or any other proper codec (Spirit would say H264) so that the file size is reasonable for uploading but the quality doesn't suffer too much. This will also allow you to select different quality settings on the Youtube stream. Yours is 240p which is the lowest possible one. If the source video is good enough, there'll be 360 and 480, and even 720 HD. At least I found it's available on my videos which were done like described.
Thanks Negke
I'll give it another go later with a different resolution :)
Tempo
#7273 posted by Preach on 2011/01/22 23:32:10
From a gameplay point of view, it's interesting that you see the pauses between the waves spawning as 'awkward'. To me they seemed like just long enough to let the player get their bearings back after defeating a wave - and at the end there was a great moment of anticipation for the Edie. "Hey, it's a bit too quiet...oh crap!" kind of moment.
That Looks Like A Blast
It would be hilarious if there was a second Edie behind the corner at the end.
Could use more melee action and less sniping though, IMO.
#7275 posted by gb on 2011/01/23 00:06:51
> Since when has posting new maps at qw.nu ever lead to constructive feedback?
If the mapper is from the qw community, there will be feedback I think... and only then. Pretty occult community.
#7276 posted by Spirit on 2011/01/23 00:49:16
Quake video: h264 or webm with a bitrate >1500kbps should be good. Use avidemux if you need a frontend. Record with gamma 0.7. Use two-pass if your time allows.
Gb: not true, see shadow's release.
I think netquakers are more likely to actually play a map online. Qw is very limited unless for special occasions or ffa servers. I have no clue what the nq scene actually plays though. Weird maps and the lag from crossing the Atlantic always turned me off.
Well
#7277 posted by meTch on 2011/01/23 01:05:50
if you join a clanarena or crmod server you'll probably play dm3
if you join quake.shmack.net you'll play from start to dm6, but will probably be on start or dm4
if you join bigfoot.quake1.net (in Germany btw) you will play a variety of custom multipayer maps maps
if you join newdm.quakeone.com you will play a variety of estranged multiplayer and single player maps
i leik last 2 bestest
|