#160 posted by Zwiffle on 2010/04/06 21:38:43
Think Kinn pops up on #terrafusion every once in a long while, but it's been a while since I've seen him myself. I think he got a job in the industry somewhere? and doesn't really map for Quake anymore.
Also he has a drinking problem I'm pretty sure.
What Industry Did He Get Into?
#161 posted by Drew on 2010/04/06 22:25:14
maybe his ass should be the next speedmap theme.
I hadn't played bastion forever - since it came out, actually - and had forgotten how amazing it is!
the architecture is not nearly as impressive as in marcher, but it's still pretty good, and the sense of scale/hordes and cohesion of the unit blows me away... minus the Q2 chaingun guys. but they're fun and awesome enough for me to let that slide.
Marching On
#162 posted by sock on 2010/04/06 23:57:24
Finally completed the map on all skill levels and wow what a rollercoaster of gameplay experiences. :)
I especially like the horde style epic battles at the end. They were tough but I was still able to complete them because I had all the weapons and enough ammo. There was plenty of AI around to start infighting which helped my kill ratio alot :P I think that was the key to making the horde style fun for me, was I had the right amount of weapons to fight back.
I still can't get over how this was created for Q1, the initial cave section is awesome with the fiend walking away and the consistent use of knights and medieval monsters meant the atmosphere was always consistent. The scale of the map is large but it still felt right with low ceilings and large caverns. I liked the trick with the angled stairs to gain height quicker. (I did a similar trick in one of my own maps)
Overall, the best medieval epic castle map I have played so far for Q1. It really should be top of the Q1SP charts somewhere! :)
#163 posted by rj on 2010/04/07 00:01:28
the architecture is not nearly as impressive as in marcher
really? i don't think there's that much of a gulf between the two in terms of architecture. sure marcher has the amazing exterior setting, but the some of the buliding designs in bastion are insane, notably the end arena and the earlier battle arena prior to entering the underground section (with the quad).
bastion also slightly edges out marcher in the fear stakes; parts of the the underground complex prior to meeting the first shuffler are truly creepy, remembering the swinging gate in particular! the layout is also more extensive and you cover more ground than in marcher. it certainly has plenty of things in its favour
but marcher just left that little bit more of an impact, mainly because of the how well it handled the inside/outside divide and the sheer volume of space you have to play in. and the belltower XD
Sock:
#164 posted by metlslime on 2010/04/07 00:01:47
another really awesome medieval map to play is Day of the Lords by Glassman.
#165 posted by rj on 2010/04/07 00:02:56
^that would be #3 :-)
Architectural Gulf
#166 posted by Drew on 2010/04/07 03:43:07
Maybe I over-stated it.
I think that the architecture of Marcher benefited from the cohesion as well.
there are almost no thin walls, etc. everything is bulky and rounded, whereas in bastion there are more square angles and also thinner trim/walkways/decorations etc.
But I probably overstated it. I mean, both get 10/10 from me, so it's totally relative.
Coop Broken ...
#167 posted by Baker on 2013/04/03 00:24:51
Most engines have external .ent support (DarkPlaces, Quakespasm, Mark V, FTE, ... )
Marcher doesn't have coop spawns. Easily fixed by an external .ent file adding 3 more info_player_coop.
With coop 1, the silver key does seem to permanently disappear, I can imagine a trigger remove the silver key door thrown into an external .ent file could fix.
Anything else that prevents it from being fully coopable? I've cooped it a few times and haven't noticed anything that permanently blocks progress ...
Reading Up ...
#168 posted by Baker on 2013/04/03 00:28:43
Ok weapons don't stay either ...
Don't Bother
#169 posted by Kinn on 2013/04/03 01:46:35
Coop is broken in the actual QC in worse ways than just a lack of spawns.
The lack of weapon stay is caused by my (often pointless) code "refactoring" which I failed to bother testing properly in multiplayer.
The monster and item spawning will also be totally wacky.
However, my current QC base has fixed all these issues, and when (if) I get around to releasing my current episode (lol), it will include coop-friendly versions of Marcher and Bastion.
It will also solve world peace and give you a soapy tit-wank.
Code Request
#170 posted by Qmaster on 2014/02/19 04:34:38
Kinn,
I was just reliving the glory days of this awesome release. Do you have a problem with me ripping a few of your monsters for my map/mod? Would it be possible to have your source qc files for your monsters?
I'll be waiting for your reply. (If you take too long I might just decompile the progs like I did for...oh wait I don't do that, it's too sneaky)
Over here mapping happy,
Qmaster
The castle will rise...
No Problemo.
#171 posted by Kinn on 2014/02/19 11:08:48
https://dl.dropboxusercontent.com/u/61424391/benQuake2QC.rar
This is my current codebase. It reverts a lot of the cosmetic changes from marcher, so most sounds and gibs etc. are back to how they are in normal quake, but the marcher monsters are still in there.
This code is about 95% identical to the marcher code I believe - code I haven't really touched in 8 years, so to borrow a phrase from the Carmack, "there's probably a lot of embarrassing crap in there".
Mr. Kinn
#172 posted by spy on 2014/02/19 17:20:34
i'm begging you to release something new for Q
depends on your free time and all that jazz though,
seriously
You're Like Mike Bossy NYI Player
#173 posted by spy on 2014/02/19 17:22:34
if you get what im talking about
Spy
#174 posted by Kinn on 2014/02/19 18:18:30
I'm working on something for quake, oh yes.
#175 posted by Spirit on 2014/02/19 22:01:32
kinn_curry_un.zip
#176 posted by Trinca on 2014/02/19 23:22:01
omg I wet my jean!!!
so awesomeeeeeeeeeeeeeeeee
Thanks Kinn!
#177 posted by Qmaster on 2014/02/20 04:02:48
/*Kinn's Code...
#178 posted by Qmaster on 2014/02/20 04:18:47
is awesome.
//=========Commenting is phenomenal===========
//Here we congratulate Kinn for providing the
//best commented quake code ever;
//---------End comment------------------------
I'll be digging through this for ages, it's a gold mine!
*/
You're Welcome :}
#179 posted by Kinn on 2014/02/20 14:17:57
Sprites Transparency
#180 posted by Qmaster on 2014/03/02 18:37:38
Kinn,
All your sprites have black instead of index color 255. There isn't any transparency to them. What's going on? How'd you get them to work?? The imps are shooting squares at me!
#181 posted by Spirit on 2014/03/02 18:40:25
Don't blame the mapper, blame Darkplaces.
I'm Using Darkplaces...
#182 posted by Qmaster on 2014/03/02 22:35:24
Unless of course you mean that only Darkplaces recognizes the pink 255 as transparent, which I know isn't true. But if they only work on Darkplaces, then, why aren't they working?
I have the .tga files in the directory and in the .pak file. I checked the tga files though and I don't see alpha channels in photoshop.
*shrugs*
I Think What Spirit
#183 posted by Dooomer on 2014/03/03 08:44:48
meant was the other way around:
The tranparency in Marcher is not supported well by darkplaces for reasons unknown to me. I have tried to run Marcher using darkplaces not long after its release, but seeing all those black edges around explosions etc, I reverted to using the exe files bundled together with the release.
Qmaster
#184 posted by Kinn on 2014/03/03 11:32:06
The tga sprites use additive blending. This is how it worked in Darkplaces at the time of Marcher's release.
I cannot guarantee the map will render or work properly on any engine released since then.
It works in FitzQuake 0.85 - I'd recommend just using that.
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