 Metlslime
#11923 posted by gone on 2007/04/10 12:19:55
Why offended? Dont you see it was just a friendly feedback from a one quake enthusiast to another?
I'm basically saying If he knows that many secrets of making a good quake map, he should definately try his hand at it. It would benifit everyone.
Just answering him in exactly same 'friendly' manner.
Loonie: please... it got boring about a year ago
 10 Suggestions
#11924 posted by quakecorpse on 2007/04/10 11:50:35
1 Right, I apologize for the asterisks and imperative but i thinked they were more effective than: may i suggest that etc ...
2 Mappers can do what they want, of course, they can experiment what they like, but i still think that the core of quake is in that ten considerations.
Example,
I have played a map called mexx4. It's simple, small, bare, no new textures, no new critters, no great arch. etc. but it's was more fun for me than other beefed up maps, because it was closer to quake's core IMHO.
Frankly i can't understand why putting new stuff if you lose the basic, why adding a lot of extra and then you have a map that is like the binary of a train ...
@go to map yourself
Yes, i can understand ... but sometimes also the point of view of a (old school?) player can be useful ...
P.S. I loved the E4M4 Quoth remake, thank you very much for that ...
 Quakecropse
#11925 posted by nitin on 2007/04/10 13:55:02
replies should be posted in GA or appropriate sticky thread :)
News items and are for news only and new threads are only created for new discussion topics. Anything else pretty much goes here.
 Aguire
#11926 posted by Lunaran on 2007/04/10 14:55:10
yeah i know about teamshambler man
 Hmm...
#11927 posted by bal on 2007/04/10 19:39:35
I think many people around here have a certain "preserve the original Quake" feeling.
But we've all been playing quake for more than 10 years now, and even though I still love the classics, I enjoy having some new additions, like Zerstoerer, Nehahra, Qoth, which try more or less to expand on the universe, as opposed to silly random engine mods with laser guns etc.
 Bah.
I'm like picky about monster placement -- if I've got an ogre, vore or shambler in a base-themed map, I want some sort of explanation ("specimen" in a cell/lab pilfered from alternate dimension, part of invading army from said alternate dimension, or some creature native to dimension with the base being for a human invasion]. And I don't think I'd stick anything outside a rotfish or maybe a spawn (tarbaby/whatever -- I don't like those things anyways) underwater, either.
Just because it's Quake doesn't mean you can't have some sense of setting, even down to the baddies.
 It Was Cool
#11929 posted by Tronyn on 2007/04/11 04:40:40
How there was a vore in CZG07a (a tech/base map) that had some fleshy stuff around it built into the map.
tarbaby is cool though, underrated/weird/original
 Tronyn...
#11930 posted by distrans on 2007/04/11 05:13:19
...yes! That was very cool. After gunning down the two grunts I got the shock of my life...but it wasn't a "what is that doing here" experience, more a "oh, that also pushed through" one. Very average monster placement in terms of gameplay, but excellent in terms of scene setting, story telling, continuity etc.
tarbabies hurt :(
 Ummmm, Ijed...
#11931 posted by distrans on 2007/04/11 05:17:24
...what sort of release date are you looking at for Warp?
 Underwater...
#11932 posted by metlslime on 2007/04/11 07:28:05
i think that zombies and scraggs can work underwater pretty easily. I wouldn't naturally pick enforcers to do it, but I can understand the justification that he has a mask over his face and a backpack that could contain compressed air or whatever.
 And Before Anyone Asks...
#11933 posted by distrans on 2007/04/11 08:33:34
 Again
#11934 posted by quakecorpse on 2007/04/11 14:01:26
@Bal: though I still love the classics, I enjoy having some new additions
i'm not against modding: quoth opened new horizons for quake, it added extra (cool) stuff and it mantained the core of the game (like weird unreal settings, multiway etc.), better than this?
@sielwolf: (have you played metlslime�s Antediluvian map?/ ant.zip)
played and loved, after that i was wondering if a mix between liquid-despair,antediluvian, and maybe low gravity, like e1m8, should be fun.
@metlslime I wouldn't naturally pick enforcers to do it but I can understand the justification that he has a mask over his face and a backpack that could contain compressed air or whatever.
yes, exactly.
Standard Quake has low variety of monsters (ok, it's 10 years old)and then if you start to cut off grunts, enforcers, dogs, spawns, fishes ...
theorically if you have slipgates, you can have humans slaves in quake world and quake monsters in the human bases ...
 Tarbabies..
#11935 posted by necros on 2007/04/11 15:22:58
are OP!
 OP?
#11936 posted by generic on 2007/04/11 18:48:23
As in Ocean Pacific?
http://www.op.com/history/
If so, they are certainly well-suited for underwater encounters ;-)
#11937 posted by rj on 2007/04/11 23:06:59
Example,
I have played a map called mexx4. It's simple, small, bare, no new textures, no new critters, no great arch. etc. but it's was more fun for me than other beefed up maps, because it was closer to quake's core IMHO.
the mexx series contains some of the greatest quake maps i've ever played, although i wouldn't say 4 was one of the better ones. 5 is in a similar style to it, only much bigger & better. 8-10 are just plain awesome!
 I Love
#11938 posted by megaman on 2007/04/12 04:01:48
how you guys are talking about proper monster use in a '96 game :>
 About Quake Monsters
#11939 posted by quakecorpse on 2007/04/12 10:18:54
these are from quake expo:
http://www.quakeexpo.com/booth.php?id=69&page=117
I mixed the colors of the textures a bit to make them more bloody (a really amateurish job), give a look if you like (2.2 mb to use with pack above).
http://www.filefactory.com/file/8d4f4a/
p.s. dopefish lives
 Late Night Ideas:
#11940 posted by metlslime on 2007/04/12 11:42:55
1. it would be cool to have a *skip texture so that we can remove faces on water brushes.
2. turtle/speedmap theme idea: make a map that uses every entity type in quake at least once.
 Lun.
#11941 posted by Shambler on 2007/04/12 13:06:55
Unless I'm the only one on earth who missed this map, in which case, bleh.
Yes, you are.
P.S. LOL @ you, speedy, quakecorpse and everyone.
P.P.S. Cheers for finding my site Aguire, I didn't know what PQ had changed the URL to!
 There Are
#11942 posted by aguirRe on 2007/04/12 15:21:31
a lot of links both on and off planetquake that still are screwed and you'll have to try the different new URL formats to match the old links.
Typically, if the old link was www.planetquake.com/xyz, then the new one might be either:
hosted.planetquake.gamespy.com/xyz or
xyz.planetquake.gamespy.com
I haven't figured out the difference yet. And some sites seem still to be vanishing; Talon's Strike was there maybe just a week ago and now it seems gone.
And other PQ sites reload all their images over and over for no obvious reason ...
 *skip
#11943 posted by tron on 2007/04/12 16:02:04
You mean a different skip tool to the one that already exists? Or that works better?
 Tron:
#11944 posted by metlslime on 2007/04/12 20:35:21
i mean, a skip that doesn't generate mixed face contents type errors when you put it on a brush intended to be liquid. In other words, an expansion to the functionality to remove both skip and *skip.
#11945 posted by metlslime on 2007/04/12 20:37:39
Talon's Strike was there maybe just a week ago and now it seems gone.
Argh. Hope it comes back.
(also, I have looked multiple times for a working URL to Crash's Quake Pages, which is the only major SPQ review site I don't have a link to on the links page. Any clues in that direction would be appreciated.)
 Metl
#11946 posted by Spirit on 2007/04/12 21:02:11
http://www.quake2.com/crash/
I once started mirroring some old sites at Quaddicted, abandoned that soon though. Seems like I should continue with it... :\
Haven't got Talon's there unfortunately.
 Spirit:
#11947 posted by metlslime on 2007/04/12 21:17:39
cool, thanks! I didn't realize at first that his quake2 site included a redesigned archive of his quake1 reviews.
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