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Posted by metlslime on 2002/12/23 18:27:46 |
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.
Need a place to host your screenshots? Upload them here:
http://www.quaketastic.com/
Username: quaketastic
Password: ZigguratVertigoBlewTronynsSocksOff
File size limit is 128MB. |
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 About Nuwolf
#11061 posted by spy on 2014/05/23 19:33:39
i'd like to here , whats happened to D4 beta
anybody in
 Lool
#11062 posted by Tronyn on 2014/05/23 21:17:58
I had no idea people disliked Quoth's gameplay until, I think it was with ARWOP, someone said that Drake was just like Quoth - I thought that was a good thing but apparently not!
Personally I think Quoth is great, but apparently I've underestimated the traditionalism here, even though I didn't even use a skybox until 2008.
Anyway it's nice to see forum activity and Sock screenshots.
 Guys...
#11063 posted by Breezeep_ on 2014/05/23 21:34:36
this is supposed to be the screenshots thread. not some debate thread.
#11064 posted by - on 2014/05/23 21:41:17
discussion goes where ever discussion currently is. over the long run, the thread will go back to it's original purpose.
 Relentless
#11065 posted by Preach on 2014/05/23 21:53:18
I think relentless is a fair assessment of some of the Quoth monsters. On investigation, I found that sometimes they were literally more relentless than stock monsters in nightmare. When the patch notes for 2.2 say that the "contrast" between nightmare and other skills has been increased, translateed that says the worst offenders have had such behaviour shoved into nightmare where it belongs, and more resemble Quake creatures in skills 0-2.
 Yeah
#11066 posted by Drew on 2014/05/23 22:06:06
I get the flak Quoth receives despite my personal love for the additions on offer, but I've always felt bob criticism was weird -especially after he got retooled. his pattern is very easy to master, I think.
#11067 posted by Lunaran on 2014/05/23 22:38:22
I think that sometimes designers will design a monster that's numerically in line with Quake monsters, but put one in a test box with a pillar in the middle, easily kill it without being hurt, and think "oh, I need to make that way harder." Thing is, every existing Quake monster fails that test too. You can even (laboriously, with practice) solo a Shambler with the axe just by doing the "shambler dance." The danger of a Quake monster doesn't come from its abilities, it comes from how those abilities overlap with other monsters, with surrounding architecture, with where the player's attention is focused, and with how his movement is constrained.
Meanwhile, the whole Quoth menagerie has homing shots and perfect leading shots and hitscan attacks with no anticipation frames and every new dude is like his own miniboss.
this is supposed to be the screenshots thread
You're right!
http://lunaran.com/pics/lunsp2/lunsp2_0019.jpg
 Fucking Incredible
#11068 posted by Breezeep_ on 2014/05/23 22:43:01
 Lun
#11069 posted by SleepwalkR on 2014/05/23 22:50:45
That looks more moldy than my 92 year old grandmother, and I like it!
 Addendum
#11070 posted by SleepwalkR on 2014/05/23 22:51:39
to people complaining about actual discussion taking place on this forum for a change: Calm down.
 Lunaran
Bring back the forge screenshot!
 Solution:
#11072 posted by metlslime on 2014/05/23 23:40:56
use rubicon monsters, they are fairly nonthreatening when spawned alone in a cube room :)
#11073 posted by [Kona] on 2014/05/24 00:53:22
I really liked Singularity, it's an underrated game. I didn't realise it had such a scrappy development. Ironically I think it's a better game than Wolverine Origins in pretty much every single area.
Funny that it had such big issues running in ps3/xbox - the levels are all pretty small and linear for 2010.
 Damn (re Singularity Development)
#11074 posted by Tronyn on 2014/05/24 01:11:36
I know there's Hellraid, but I always hoped Raven would be able to return to their roots. I guess I hoped for the same thing with Human Head. Hell even with id, since they've done nothing in 10 years that reminds me of their old stuff. I especially suck at letting things go, but from Heretic 1/2 to Call of Duty franchise work just depresses me. We all know the masser the market, the dumber, but I'm sure all of us have seen the same commercial influence corrupt things - the parallels with music aren't too hard to see.
 Community Game Development
#11075 posted by killpixel on 2014/05/24 01:50:54
Saw this on reddit, pertinent to a previous discussion...
http://imgur.com/LI3UBoN
 Lun
#11076 posted by Drew on 2014/05/24 04:54:34
Fuck yes. Love the moldy mildew monolith deal you're showcasing there. I'd say I can't wait to play it, but I guess the last couple years prove otherwise. That shot has me more excited than Sock's though, which is saying something!
 That Shot Form Lun
#11077 posted by nitin on 2014/05/24 05:14:34
reminds me of the atmosphere from another game, cant quite remember what though! But love it.
 Lovely Skybox (where Can I Get It?) :)
#11078 posted by Trinca on 2014/05/24 11:13:06
#11079 posted by [Kona] on 2014/05/24 12:17:34
yeah looks great lun (once I put it into photoshop to turn the brightness up hehe)
#11080 posted by JneeraZ on 2014/05/24 13:07:25
#11081 posted by [Kona] on 2014/05/24 14:44:54
hehe exactly willem
#11082 posted by Lunaran on 2014/05/24 18:20:32
man up you pussies! lunsp2 is for hardcore players who cover their windows with black tape!
 Lunsp2
#11083 posted by necros on 2014/05/24 18:35:46
i love the massive height of that hall. something that might be a cool theme would be a map where every room and hallway must been taller than it is wide except where absolutely necessary.
 #11059
#11084 posted by Shambler on 2014/05/24 19:36:26
For the common sense - see, you ARE capable of it.
But, it's not just about the difficulty or the imbalance, it's about the annoyance - Bobs are one of the easier Quoth enemies, but fighting them is annoying due to their size, dodge mechanics, and distracting attack.
 Necros
#11085 posted by Lunaran on 2014/05/24 20:59:44
For one of the maps, I've set the goal that the player starts near the very top of the valid grid, and the exit must be near the very bottom. All (or nearly all) the 768^2 maps had the player start at the bottom and ascend, which is a very natural progression to the point of being the default. I wanted to see what the hurdles were in designing a map where the player is always descending, deeper and deeper, without just stacking locked chambers.
http://lunaran.com/pics/lunsp2/m2editor_side.png
Discouraging shortcuts is tricky in a game without falling damage, as is creating combat scenarios where monsters below you are still threatening.
When I build it out for real it'll be fun to transition the visuals to an extreme degree as you descend, so it feels like you're disappearing into the bowels of the earth.
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