W00tles
#53 posted by DaZ on 2014/01/01 01:31:16
I think the Quakespasm release happened after I had finished the nyar video but yes, I'll be recommending that in future.
You're right, I should have finished the second map of nyar but after a lot of attempts the level had really pissed me off and I didn't want to play it any more :)
About annotations. Not sure if its a yt bug or a browser bug but this happens occasionally. The timings will be perfect in the annotations editor but they get pushed live the timings change :( I've fixed the annotations on Zendar and will keep an eye out for this in future :)
I would like to do a Quake compilation video yes. I need to do some r&d on getting smooth camera movements etc using a floating camera and then select some maps. I might do a "17 years of Quake" video and select one map from each year and do around 20-30 seconds of flythrough for each. That still ends up being longer than i'd like but any shorter and you aren't going to see the levels :)
DaZ
#54 posted by Barnak on 2014/01/05 21:36:38
I video compilation of the best SP maps of Quake would be terrific. It could help me to convince an old friend to play Quake1, instead of searching for a descent "modern" game.
Excellent Idea
#55 posted by Aquashark on 2014/01/07 12:10:23
>I might do a "17 years of Quake" video and select one map from each year and do around 20-30 seconds of flythrough for each. That still ends up being longer than i'd like but any shorter and you aren't going to see the levels :)
yes, please! would do some justice to this great game
#56 posted by Joel B on 2014/01/07 16:13:09
The "one map from each year" thing might end up forcing you into some horrible decisions, so feel free to break that rule. :-)
The Evolution Of Quake
#57 posted by mechtech on 2014/01/08 04:22:43
I think a vid covering the milestones of Quake would be good. The engines, tools, maps and mods.
Rather than a map a year I'd do what in that year moved Quake forward.
#58 posted by Aquashark on 2014/01/08 11:29:04
>I think a vid covering the milestones of Quake would be good. The engines, tools, maps and mods.
that's more like a documentary at that point.. would be a great one for sure, if someone has the time, disposition and talent to do it
Derpumentary.
#59 posted by Shambler on 2014/01/08 12:25:57
Horde Of....
#60 posted by Shambler on 2014/01/10 21:36:13
Just watched the video, really enjoyed it, it's nice to just see it played and appreciate how stunning the design is :)
Shamblers And Shit
#61 posted by DaZ on 2014/01/14 16:19:33
Heheh
#62 posted by ijed on 2014/01/14 16:42:53
..would have preferred it if there had been a ledge to get back down...
Or a teleporter right behind you? ;)
Conferencebler
#63 posted by negke on 2014/01/14 19:29:49
While I generally agree on the point about the lack of ambient sounds, it's not always so easy in Quake. The few existing sounds are either base- or nature-themed which doesn't fit in some areas. Quoth only adds two new ambient sounds and they aren't very versatile, either. So the only real alternative, and in a way this is sort of a workaround, is the use of flames/torches for some fire ambience.
However, this is where the soundtrack comes in, because it adds an extra layer of ambience, artificial as it may be (as in not directly linked to the specific environment), and neatly fills the gaps in the level ambience. This, among other reasons, it's generally recommended to play with it running in the background - it enriches the experience. Though I suppose not many people play with, not even the authors themselves, considering how many maps are released without a pre-set cd track. Should be used in CG videos, too.
Daz, are you aware of how the armors work in Quake? In this video there were several occasions where you picked up or went for a weaker armor than the one you currently had without considering possible disadvantages. Or maybe this was only because you had played the map so many times that it didn't matter?
The timing of the outro borders is completely wrong again. They already appear when picking up the Quad damage and all the way through the boss fight.
Btw. is there a miiggahealth in HL2? :)
Fark
#64 posted by DaZ on 2014/01/14 21:13:25
Fixed the annotations. I don't know why that happens :(
Very true RE: Music. I should start adding in the music in post like I used to do.
I just pick up the armours. Gotta get all the shiny things.
I Watched You Video On Skacky's First Map.
#65 posted by Breezeep_ on 2014/01/15 02:02:06
Keep them coming!
Green Bricks N Shit
#66 posted by DaZ on 2014/01/23 20:16:19
Crescendo Of Dreams by Necros (2005) https://www.youtube.com/watch?v=Eorkno5UXrA
Also, I got a proper mic this week and this is the first video I've recorded with it, so any feedback on voice quality etc is appreciated. I've been tweaking knobs for some time but I'm sure it can be improved.
I've been tweaking knobs for some time
Good Purchase
#68 posted by ijed on 2014/01/24 00:23:19
The quality is much higher.
Good review / critique as well.
Crystal Clear
#69 posted by sock on 2014/01/25 12:16:21
Also, I got a proper mic this week and this is the first video I've recorded with it, so any feedback on voice quality etc is appreciated
The quality of your voice on the video is much better than before.
I always got the impression that "Crescendo of Dreams" was a test map for Quoth features (sound fx, wave spawning, rotating brushwork) with its symmetrical layout and over use of powerful Quoth monsters. I think the doom architecture and level design is a favourite of necros, because I have seen it before in his other maps.
#70 posted by necros on 2014/01/26 08:14:21
It was definitely meant to showcase quoth features (it was released at the same time as quoth). Totally overshadowed by Kell's much better Red777 though, but that's alright.
It had some neat things in it which I am still happy with now but also a fair bit of bad. I think you were a little too forgiving, Daz, but thanks for the review nonetheless.
I Love That Map
#71 posted by Drew on 2014/01/26 20:45:13
I think it holds up pretty well.
Me Too
#72 posted by Tronyn on 2014/01/26 21:19:06
I adore the Doom green brick theme and was happy to see it done so well in Quake, along with all the trademark Necros designs like machinery, imposing outdoor areas, etc.
#73 posted by - on 2014/01/26 21:51:14
I'm not so much a fan of the green brick... but I love the wood textures
Coagula By Tim Elek
#74 posted by DaZ on 2014/01/28 12:08:44
12:45:39 | <onetruepurple> scumbag daz
12:45:43 | <onetruepurple> talks about space maps
12:45:50 | <onetruepurple> doesnt mention hipdm1
#76 posted by sock on 2014/01/28 12:51:14
The first void space HIPDM1 map was in the Quake expansion pack "Scourge of Armagon" in 1997 developed by Richard 'Levelord' Gray .
I am a bit disappointed that Daz does not know about Levelord as he was the inspiration for many "popular" map styles.
#77 posted by Lunaran on 2014/01/28 16:01:51
like maps with penises in them
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