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Screenshots & Betas
This is the place to post screenshots of your upcoming masterpiece and get criticism, or just have people implore you to finish it. You should also use this thread to post beta versions of your maps.

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#11226 
O_o

Are you sure that is Doom? Maybe i played a different game. Too awesome to be true.

If you don't release that we will loath you forever. 
Roqq 
I have no idea how to download that file. I dont want to download an .exe 
 
The Mayhem wad?

At the top where it says:

Download: MAYhem2048.wad

just click on the file name. 
Fifth 
try this link: http://www.speedyshare.com/aYEEb/MAYhem2048.wad

and click on the underlined message that says mayhem2048.wad. it will download the wad file. drag and drop the .wad file into your doom 2 directory. 
 
I must have been doing something wrong badly here. Got it this time though. 
 
Too many insta-death situations for me... the chaingun ambush was overpowered IMO 
Quake Mega-Texture Thing By Killpixel 
Fuck, that's awesome. 
 
Just keep doing your thing KP, I dig. 
Indeed 
very cool. 
Yes, Very Very Stylish!! 
 
 
"the average player won't really notice it in game. And especially not in the heat of Quake combat"

The reason many games suck today is because the are made for the average player. They're not my target :)


my head hurts 
Lunaran 
Mine too.

otp is right, this is overkill for Quake. I wasn't responding to the statement itself, rather, the underlying philosophy (however, in the context of Quake mapping, is appropriate).

If you only do things the average player will notice or appreciate your games will be just that: average.

That's all I'm saying. 
Thankee 
@RickyT23, Spiney, nitin & mfx

Hopefully this is just the first baby step of something awesome.

time will teeeeelllllllll..... 
 
if you compress an mp3 so that the average listener can't tell, does it become average music? 
YES! 
 
I See Your Point, But I Think You're Missing THE Point 
Also, as someone with a background in music and audio production, my answer to your question is this:

The artistic merits of the music are not lessened. However, the overall impact of the expression could be compromised because of the technical limitations of the medium.

To put my point in question into simpler terms: Developers who make games as shitty as their target demographic allows will end up with shitty games.

The "average player", in terms of the largest generators of income for the devs, set the bar pretty low. Going above and beyond that bar, even though it doesn't positively impact your bottom line, is not a bad thing. 
Reqiuem Avenging Angel 
Been Playing this game called

http://en.wikipedia.org/wiki/Requiem:_Avenging_Angel

It's like a cross between Quake II and Undying and it's pretty good.

It's on Isozone, and it runs on Win 7 using wndmode.

http://pcgamingwiki.com/wiki/Requiem:_Avenging_Angel 
Sorry Wrong Thread 
 
 
hiring masses of artists to uniquely texture your entire game world isn't "going above and beyond the bar" for just the discerning environment art geeks in your audience, it's a captain-goes-down-with-the-ship style decision made purely on the principle that unique is automatically better, and that tiling a texture is "shitty" and only worthy of these fabled unwashed masses who are ruining everything with their F2Ps and their QTEs.

and you've spent how much time on just that one room? honestly assess just how much value is added by slightly different faded paint, slightly different scratches on the corners, and having a different big number on each wall, and tell me you're excited about the possibilities that it opens for doing a whole map that way. 
Lunaran 
You made several points, I'll address them one by one:

I must have been unclear in my wording. I'm not saying games with tiling textures are shitty, nor am I saying that games with unique textures are superior. My previous points aren't about a specific practice (in this case, texturing), rather, the idea that doing enough to get by, or generate profit, is sufficient.

Also, my conclusion that uniquely texturing a game on this level of tech, at this pixel density is a viable route is not based on the "principle that unique is automatically better", as you assert.

In my eyes, unique textures makes it possible to create very rich environmental art, that is, if the devs have the capacity wherewithal to do so.

To quote you:

"honestly assess just how much value is added by slightly different faded paint, slightly different scratches on the corners, and having a different big number on each wall, and tell me you're excited about the possibilities that it opens for doing a whole map that way."

To quote what I said to otp a few posts up:

"Sadly, I went down the wrong road in the art direction (I was going by the seat of my pants anyway), as this effect could be pretty easily achieved with tiling textures. "

Clearly, I understand I didn't have the wherewithal to utilize the freedom of unique textures.

And of course, not being a moron, I have "honestly assessed" the logistics of doing things this way. That was the whole point of doing this in the first place ;)

This room took me a solid 10 hours to texture over the course of three evenings. That is a long time.

To quote my initial post:

"One who is experienced could do a better job in less time"

Some dirty math:

Say I want a level 30x times that size, that's roughly 300 hours of work. At a 40 hour work week, one artist could finish it in 2 months. for ONE artist, working full time, they could theoretically pump out 6 levels a year.

Say you want a 16 level game done in 1.5 years. A team of three artists would be sufficient. That's basically 2 levels per 6 six months for each artist. I'm talking artists, there would be a separate team of level designers.

To me, this isn't "hiring masses of artists".

If uniquely texturing games wasn't viable studios wouldn't be doing it.

Bleh, maybe I'm nieve (I'm sure I am), on the flip side, maybe you're jaded. These are just my findings and my opinions, if you disagree with them I understand. I should be more clear when simultaneously discussing separate issue that have both stemmed from one subject... 
 
You assume work is linear, and vastly underestimate, which is the downfall of many a project manager.

"30x times that size" is not going to be a whole level, it's going to be 30 more empty hallways each with their own slightly different textures. Your basic sci-fi hallways are the easy part of making a map.

Make it 300x more, and you have a slightly more reasonable estimate... but it will likely be even more than that as complexity of the level grows. 
 
Aww man, you got my hopes up that Spike actually implemented it in FTE somehow. Calling lots of standard textures megatexture is like promising the greatest boobs ever and then they turn out to be fake. :(

Wouldn't texturing like this be very wasteful on memory?

You still seem very limited to the faces so the look is not very unique. It looks very similar to recent Q3/QL. I was expecting some really wild texturing not "standard tileness". For random decals as detail you could just use decals. 
 
"You assume work is linear, and vastly underestimate, which is the downfall of many a project manager. "

Very much so, yes. Assuming a linear level of productivity over the life of a project is just not realistic. People will get bored, tired, distracted, etc. You won't have consistent levels of output.

And even then, doing an entire game with levels don't like this would require an astounding level of discipline where levels won't be changing once they are textured. That has NEVER happened on any project I've ever been a part of.

That's why things like decals are preferable to painting in splatters and such that cross multiple walls. The walls can change, the decal can move, etc. It's flexible and inherently far more productive than repainting the decal every time you decide that a pillar should be 16 units further to the left. 
 
Having said that, I understand that actual megatexture games don't have all those limitations ... they have a source file that bakes down into the final so you CAN move things around. It just requires baking everything down again.

Doing this for Quake with existing level design tools feels very limiting. 
 
Just keep doing your thing KP, I dig.

This. 
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