Proper Screenies Please
#1 posted by nitin on 2008/07/27 02:37:48
Get Yer Bloom Out For The Lads
#2 posted by RickyT33 on 2008/07/27 03:27:46
for the lads
Well, Homie :)
#3 posted by ijed on 2008/07/27 04:17:19
Kudos for mentioning it here, that's throwing it to the wolves.
I'll post some non-gameplay feedback tommorow.
Bah
#4 posted by ijed on 2008/07/27 04:18:27
Sorry Spirit, I thought it was an outsider for some reason.
Ok
#5 posted by ijed on 2008/07/27 04:18:56
I'm drunk.
Hey Me Too!
#6 posted by rj on 2008/07/27 04:21:05
what engine were those screenshots taken in?
Probably
#7 posted by ijed on 2008/07/27 04:25:46
Dark Places
#8 posted by Trinca on 2008/07/27 08:53:07
no way :p ezquake the best qw client noobs...
nice map Zaka i will play it for sure one of these days in a server :) love the air jump to gl or rl :) look like skull...
but skull is more then a map ;) is pure art and fun gameplay ;)
Lol @ Dark Places Remark
#9 posted by ^__^ on 2008/07/27 09:05:30
if you want triple digits framerate i'd rather not use that
EZQuake ftw!
Map...
#10 posted by Shambler on 2008/07/27 17:08:25
...looks pretty cool in game (i.e. in normal GLQuake). The textures work well, look really Quake. Base style revolution time??
Looks an unusual map for duel gameplay. Very accessible Quad, hmmm....(do Duel players usually have power-ups off).
#11 posted by Trinca on 2008/07/27 17:14:41
yes shamby in 1on1 powerups are always off
Nice
#12 posted by ijed on 2008/07/27 17:38:27
The texturing theme and brushwork fit well together, and look simple but not plain - perfect for DM.
I did find a brush misalignment on a ramp - the one that's next to the trigger_push. Half the time if you try and walk down it you get stuck.
Sp version? ;)
It's On The Servers
#13 posted by Spirit on 2008/07/27 18:11:05
qw.suomicom.fi:28001 - 28008
troopers.fi:28001 - 28006
wargamez.dk:27501 - 27503
qw.intarweb.dk:27501 - 27503
gibbage.mine.nu:28501 - 28508
clanwars.xs4all.nl:27500
clanwars.xs4all.nl:28501 - 28504
Whoa
#14 posted by bamby on 2008/08/01 00:26:52
Quite a nice map.
Quite doom2 style.
Quite cramped and many-routed. Played with someone on suomicom, we were about the same level so it was nice...
Some strategy started panning out after a few games, when I figured out a few routes from YA to RA.
-The central corridor with the depression in the wall is the shortest route
-If you go via the cellar you can get the mega there
-You can go via top route attacking from above. Use the small platform near RA for getting to it.
It's interesting with the cramped geometry and lotsa covers. You even get ssg kills at times versus an rl enemy because of that.
#15 posted by gibbie on 2008/08/04 00:52:08
wow.. another incredible zaka map... perfect
Thanks
#16 posted by Zaka on 2008/08/16 10:32:01
Just found this thread. Added a screenshot without bloom effect. I kinda just found bloom in ezquake and got excited:) (yes ezquake is the engine im using).
ijed: "brush misalignment on a ramp" wtf? Never seen or heard of that one before and could not get stuck in it when I tried. Are you sure your engine is not broken?:)
Players seem to like the map. And not only the kenya loving noobs:) Although some complain about the crampedness (lack of space), but the same people like dm4. Go figure!
Screen
#17 posted by Zaka on 2008/08/16 18:06:36
Played
#18 posted by ijed on 2008/08/18 03:59:24
In AguirRe's Nehahra engine as I remember. If it's getting proper playtime instead of just a quick sp runthrough and nobody's noticed a problem then there isn't one, seems odd though.
It's Great
#19 posted by bambuz on 2008/08/18 15:42:22
There's lotsa small architecture that features in gameplay. Lots of decisions to make where to move constantly, and lots of predictions and guesses you have to quickly make about the enemy's moves.
It's the anti-Q3 which has only big geometry and hence dull gameplay. (Couple that with very slow movement and rocket speed...)
#20 posted by [Kona] on 2008/08/24 05:51:47
nice lighting and layout. could have done with more detail in places, but pretty cool.
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