
Scourge
The 'rotating' geometry stuff in scourge is an extremely dodgy hack, which is a pain to set up and works badly.

Mr Fribbles
#8207 posted by Mike Woodham on 2005/07/10 23:06:26
Is there better 'rotating geometry stuff' available?

The MPs
#8208 posted by
Spirit on 2005/07/11 03:33:21
They are quite often sold at eBay...

Dear God.
#8209 posted by
Shambler on 2005/07/11 07:37:50
FRONT PAGE NEWS @ BLUES:
Dear Diaries [July 11, 2005, 10:19 am EDT] - Post a Comment
The X-Men Legends II: Rise of Apocalypse Website now offers a new production update #3 from Raven Designer Sean Campbell, who discusses progress on the upcoming superhero sequel (thanks Frans).

To Whomever Is Reading/Posting From Red Storm
#8211 posted by
R.P.G. on 2005/07/11 09:22:11
Reveal your identity or suffer in obscurity.

I Challenge You
#8212 posted by
bambuz on 2005/07/11 15:35:46

I Can Do Better Than You
#8214 posted by
bambuz on 2005/07/11 16:54:40
http://skynet.campus.luth.se/~chosen/bam/bamtri2.bsp
1) this has less brushes
2) this is finishable (with full kills too)
did you notice the previous map was "playable" in dm too!
Would like to see someone do a speedrun on this.
I tried to go even further but it would probably need modified compiling utilities (you can't currently make a map without a single world brush with either aguirre's or the vanilla qbsp). If it's possible in the engine, I don't know.

Old Hat
#8215 posted by Mike Woodham on 2005/07/11 23:39:37
I already produced a one brush, one monster map sometime ago (could be years now) when this subject first came up.
Seek and ye shall find...

Quake4 Official Site
#8216 posted by
JPL on 2005/07/12 01:51:42
I saw it lately (cause it has been launched 2 month ago...) but IMHO the trailer is really "Doom 3-ish" !! I'm sure I will love the game :D
http://www.quake4game.com/
BTW, it's maybe time to create a Q4 icon like we have for Quake/Q2/Q3... what do you think ?

Bamtri
#8217 posted by
Shambler on 2005/07/12 02:33:23
This was discussed ages ago as a 1 brush map contest (although we didn;t think of spawning the player above the monster, hence 2 brush really?) And it's just as fascinating now as it was then....
Now, go map.

Ok Ok Ok
#8219 posted by
bambuz on 2005/07/12 09:06:52
yea yea it was just a response to czg's "prick" map with four brushes (four polygons, all triangles). The ORIGINAL IDEA was to make a functioning and playable sp (or dm) map with very few brushes. I did this because a lot of the speedmaps were / are such fps hogs. (hello tron - don't make a huge open area with 100 monsters)
That's what the original bamtri was about.
I've seen some 100 brush map contests, but why not go a bit lower, say, 33 brushes and a custom one-pixel constant color texture pack. :)

20-brush Contest
#8220 posted by
pjw on 2005/07/12 11:19:40
Dunno if you play Q3, but I entered this:
http://www.planetquake.com/pjw/pjw3quickie5.html
in a 20-brush contest and was lucky enough to win with it.
Very low brush-count contests are fun.

A VERY Interesting Article On Games Industry And An Indie Developer
#8221 posted by
Jago on 2005/07/12 11:35:39
http://www.ninjatheory.com/blinkblink/index.php?option=com_content&task=view&id=24&Itemid=52
This is a pretty long and interesting read. It tells the story of an indie developer troubles of getting a publishing deal for their next-gen console game (which is "oohed" and "aahed" at E3 and GDC in 2004 and 2005) and how they eventually make it.

Pjw
#8222 posted by
Vigil on 2005/07/12 21:54:50
That's a cool-looking level you've got there.

Jago
#8224 posted by
bambuz on 2005/07/13 07:30:39
that ninjatheory thing is quite a shameless thinly disguised pimpage act.
And the game doesn't actually look very special in that video. :/

Bambuz,
#8225 posted by
HeadThump on 2005/07/13 10:19:51
I envy your abilaty to live beyond mere economic necessities, but when you put aside the 'we have created a minor God of a game declarations' the article is a good read on the business side of things that most creative types have to deal with on a day to day basis.

Aerowalk Revealed!
#8226 posted by
inertia on 2005/07/14 02:42:32
I wrote a little guide on how to play aerowalk. I suggest you guys take a small looksee at it, might prove worth your time.
http://www.qwplayers.org/inertia/aerowalk.txt

Areowalk, 1984?
#8228 posted by
HeadThump on 2005/07/14 12:03:25
You are in a large verticle shaft with little lighting above you and a landing platform to the South, just ahead of you. There is a Player with a rocket launcher on a platform one story above you. He is aiming in your direction. Do you,
a) Go back North down the corridor you came
b) jump South to the next platform
c) shoot spikes at the other Player
>B
2. As you land, you notice a Megahealth on the East side wall . . .

Lol
#8229 posted by
. on 2005/07/14 12:16:21
Nah, I meant I've always been tired of seeing Inertia pimping Aerowalk when other DM maps should be in the limelight. It's like he's in a bubble and all he knows is Aerowalk. But hey, if that works for him...

Phait
#8230 posted by
Jago on 2005/07/14 13:30:43
Aerowalk is one of the best custom Q1DM maps ever made (and certainly the most popular one) and this is a very decent guide to playing on the map. I am sure quite a bunch of people appreciate it.