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Albert Einstein once said that if his life depended on solving a problem in only one hour, he would use fifty-five minutes determining the right question to ask, “Once I know the proper question,” he said, “I could solve the problem in less than five minutes.” Einstein understood that if we begin with the wrong question we will never arrive at the right answer. 
@ #30396 
You're doing it the hardest way. Start an audio recording and comment while you play. Then simply transcribe your audio. Or even better, get Dragon and have it write the transcript while you comment.

That should bang out a good 80% of the work right there. 
@ #30396 
Sorry for the double post. This site doesn't let me edit and I had one more idea for Esrael.

Don't review the game while YOU play it. Go watch some play-through and write your review based on that. Arrrcee (YoutTube: The Quake Grave) makes high quality play-throughs of like every map as soon as it comes out. You could just "bounce" your review off of his videos and go play all the Quake you want.

Or just stop writing reviews cause they probably can't compare to Arrrcee's already made high quality video reviews.

Just sayin'. 
Or Just Do What I Do 
which is make a video review, but just end up rambling on about tea and frozen chicken kievs instead of the map:

https://www.youtube.com/watch?v=wnRTYyQrkPA&list=PLzplQrZpMjlbiVqkKXID0JguzUTrv4V_J 
 
You're Clench Throckmorton! Man google has been arguing with me forever about whether I know you. And I don't but, at least I understand now where the reference is coming from.

lol @ "lil red shooty buttons" (in your video) 
I Am Indeed 
^_~ 
 
Gypsy 
Hehe, nice one :) 
Originality Is Dead 
I thought I'd totally rip o...be inspired by Other Places youtube channel and do something similar for cool Quake maps : https://www.youtube.com/watch?v=gPMH3IB6D-o

Any criticisms welcome :) 
+1 Here 
nice work 
Cool 
FOV could maybe be widened out on some shots. 
@DaZ 
I would suggest trying to tell a story with the video. Show a path, some progression and something changing, no point having the world empty. Also experiment more with different camera movements (pans/zooms) and think about how you are connecting together each camera sequence. Maybe try to sync the music to certain shot sequences.

Here's some examples I did a while ago 1 2 3

Glad to hear you are back to your YT channel, you have/had such a strong following and an audience who still loves to see your stuff. :) 
@DaZ 
Very cool! 
@Esrael 
I just play maps for my own enjoyment. While I would like to review them extensively, there's not much of a point. The authors don't really care in my experience. I'd wager most people are making maps largely for their own sake and as long as they're satisfied, they won't care what others have to say whether it's good or bad.

I've raved about a lot of maps and mods that have blown me away but there's plenty of stuff that I have never reviewed or critiqued in any fashion. There are tons of maps to play and not enough time to play them to spending upwards of 30 minutes reviewing every single one could really suck the enjoyment out of the whole process.

Reviews are probably more helpful for people who are new and who are therefore looking for useful critiques. They're also good for people who might be having doubts about the quality of their mapping. In my experience, established mappers couldn't care less about what anyone has to say so no sense in worrying yourself about reviewing every map, especially in such a detailed fashion. A sentence or two about what you liked would probably suffice. 
@esrael @poorchop 
Well I have learned that demos/recordings of initial playthroughs are priceless. In addition, I think some basic highlights suffice, in my opinion. I've really appreciated feedback both positive and negative in order to gauge what players enjoy most in a map vs what I like. In short- even brief feedback is good feedback! 
 
Fucking Anon Spammer 
 
I just compiled & ran yquake2 and it's one of the best engines around. Pretty vanilla, just works. I've been trying to play online, though, but doesn't seem to work on Linux.

I've tried joining servers, but I don't get any. I've also tried playing with myself on LAN, but my address is always 0.0.0.0 and I can't connect. Am I doing something wrong? 
 
Yeah, that's cool and all, but I really like the idea of playing online with the software renderer. 
Idiot Question 
i accidentally bound 1 to something. what command to i need to bind the key to for fucking axe? 
Impulse 1 
 
 
thanks 
Yet Another 3d Engine 
Armory 3d engine has recently gone free and open source with the permissive zlib license. It's very much in development and has a small team behind it, but it also has some features that may be interesting: for example, close integration with Blender and deployment to multiple target platforms. The latter is possible because it's based on the Haxe programming language.

https://armory3d.org/

I came across it recently in connection with Blender. Someone suggested it as an alternative to Blender Game Engine which is now officially discontinued in Blender 2.8. I have never used BGE, but Armory looked interesting enough to share with you folks on its own merits.

If you use Blender, it might already do something useful for you, maybe as a rapid prototyping tool using modern real-time rendering techniques. If you'd just like to have a peek at what it can do, they have demo videos on their Youtube channel, linked from the above site.

(Blender 2.8 is in early alpha ATM. Armory is not going to be a core part of it.) 
WHATT????? 
Funny that I should learn on here about Blender losing the game engine. I suppose it makes sense though....I guess....but but Eevee is like a new....whatever. 
Couple Of Blender Things 
Luckily the Blender org is really good with keeping old stable versions around, so as long as your OS doesn't make it too hard to run them, you can use any Blender version you like. It will be possible to work on more projects using BGE or the old internal renderer for long time to come.

Now, as I understand it, Eevee is and will be only concerned with rendering at real-time or near real-time speeds. It's also the major reason they're upping the minimum OpenGL version requirements to 3.3 in the new branch.

They haven't forgotten about interactivity though. A recent message from a mailing list outlined plans for the future. They are giving a grant to someone to work on particular features part time.

Summing it up, they want to implement an interactive mode that makes working with simulations and baking them into animations "pleasant & usable." They are also inviting game engine developers to work with them on Blender compability and integration. (This is something that open source engine creators might particularly like. It's not like they have the resource to create their own equivalent of Unreal Editor.)

Source: https://lists.blender.org/pipermail/bf-committers/2018-May/049438.html

I'd say that's enough Blender talk for now. I find that checking the recent Youtube videos on Blender now and then is enough for me to keep up to date on the latest developments. 
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