#8607 posted by necros on 2012/07/04 22:31:50
does the map not work after the vis crash?
it's awesomeness demands to be released. :P
Tronyn
#8608 posted by Drew on 2012/07/04 23:26:08
Is that the tyrann inheritance? Looks fucking rad.
Skacky it looks great - nice and clean, with some nice vistas. gameplay seems pretty nice.. Might agree re gold key area. Cleaning up hell knights etc seemed kind of meh. Not sure I liked the organic tree... Final combat arena also seemed good but perhaps not spectacular. Sorry this is all super vague, Get negke and necros and others to play test and I imagine you will get lots of good criticism. Have to agree that a ng or something should be given earlier.
Tronyn
#8609 posted by nitin on 2012/07/05 00:14:55
I demand you fix that now and release it please. That first shot is awesome.
Yeah, Me Too
#8610 posted by Drew on 2012/07/05 01:42:59
though I guess it will be it'll be at least a couple weeks from now.
Beta Map
#8611 posted by mechtech on 2012/07/08 01:47:31
Finally found some time to work on a map.
Please give it a try.
http://www.mediafire.com/download.php?79vmkxolwwlgut3
Trying a free host hope it works.
Map for Quoth. Pak file. New textures, sounds, models and sprites.
Built using Fitzquake 0.85
You will need 7zip to extract files.
http://www.7-zip.org/
Beta Thingy
#8612 posted by Barnak on 2012/07/08 03:20:13
MechTech,
I tried your map. It's working well, except for the low gravity which is annoying, and the elevators which are randomly working. Personally, I'm not much in the Quake2 style stuff, but this is a great map anyway !
I had a HUGE surprise in the room with the spaceship pictures on the wall : I'm the author of that Discovery model (from Kubrick's 2001), as shown in Celestia !! This is great ! I've specifically made that model for Celestia some years ago, and NEVER though that I would see it in Quake1 one day ! LOL !
Subterfuge Qw Mp 1v1
#8613 posted by foogs on 2012/07/10 02:28:46
Pixel Love
#8614 posted by sock on 2012/07/20 20:38:21
Oh Bessy ... how I love you so, your sharp blade has slain many a dirty stranger. Don't worry, I will clean that blood off you later ...
http://www.simonoc.com/images/design/sp/its6.jpg
Gorgeous
#8615 posted by ericw on 2012/07/22 18:29:16
I love the trim and lighting contrast!
Sock
#8616 posted by - on 2012/07/23 14:58:21
is the white X a secret area?
#8617 posted by Spirit on 2012/07/23 15:51:53
That image could use some better compression. Facebook did not even thumbnail it. I cannot see any difference (unless I manipulate further or zoom a lot) between the original or a 200 Kilobyte 80% JPEG.
Looks super sexy. I hope it is not too tight.
X Marks The Spot
#8618 posted by sock on 2012/07/23 17:01:09
ericw, thanks I am trying to make the lighting more dramatic as the default is no colour.
scampie, there are no secrets you can see in that screenshot. The X is a rune (particle) floating upwards from the book on the plinth. I have added a particle system to my MOD and various objects around the map emit particles based on player proximity. The books are used as a story system, like what you did with console screens in your map.
spirit, I did not do much compression on the image. This map is designed to feel tight and underground so when you get to the next maps which are wide open they feel more impressive.
Sock
#8619 posted by Barnak on 2012/07/23 18:55:05
Sorry to be off-topic,
Sock, did you published the Quake3 maps (?) you made, named "The Florentine Library" and "The Bridge Crane" (well, I'm not even sure these are actually Q3 maps). They're looking f**g AWESOME.
I would love to visit them on my system.
Any chance I could get them ?
Q3 Concepts
#8620 posted by sock on 2012/07/23 19:40:29
Sorry, I don't plan to release those maps, they are purely just concept stuff with crazy FPS issues. I made them as an experiment and they really shine only in screenshot form. Also they are certainly Q3 maps running on the Q3 engine, no special mod or extra code, just lots of shaders and high resolution textures. :)
Q3 Concepts...
#8621 posted by Barnak on 2012/07/23 19:59:48
O well, thanks anyway Sock.
Glad to see you're still on Quake1. I can't wait to play with your latest baby...
Maybe
#8622 posted by wakey on 2012/07/23 22:02:07
if just enough people ask for it, Sock could change his mind.
@Sock: plz plz plz, those maps are just so delicious :D
#8623 posted by necros on 2012/07/23 22:06:19
they're not maps though, they're just gonna be that one room.
they're just gonna be that one room.
Or maps that get to the point quicker :p
Sock
#8625 posted by megaman on 2012/07/28 12:09:31
btw, i printed that shot and hung it on my office pillar.
Ogre's Brew
#8626 posted by madfox on 2012/07/31 03:20:47
Ogre's Brew
#8627 posted by RaverX on 2012/07/31 22:30:12
Looks interesting, but it seems very "unpolished" and it doesn't have any Quake feeling in it. Have you tried playing a little with the textures? Try another texture on wall, not the same as for the pipes, it's just a suggestion.
Would'nt Say
#8628 posted by wakey on 2012/08/01 12:37:23
it doesnt have any Quake feeling.
Reminds me of Ep2 somehow.
But the texture on this upper right pipe thing seems to be realy messed up.
Megaman
#8629 posted by sock on 2012/08/02 02:57:27
Really!?! that's awesome, thanks :)
Hik
#8630 posted by madfox on 2012/08/02 20:04:12
@raverx - I changed the textures some time, first it had the malice.wad.
In Quake there aren't many pipe texures so I decided to keep them as metal as possible.
@wakey - I know, but if I scale them there's always a part that ends up blind.
MadFox
#8631 posted by JPL on 2012/08/02 21:23:47
It is definitely Irish Ogre's brew... cause it is too green lighted !
Else architecture looks interesting, but you should have made an effort on texture alignment... though... it is difficult to align textures on rotated pipes...
Anyway, keep it up !!
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