 More Like
#12375 posted by starbuck on 2015/05/23 15:51:02
boner rises over foggy bogbottom
 Looks Fantastic As Usual
#12376 posted by nitin on 2015/05/23 15:58:49
#12377 posted by JneeraZ on 2015/05/23 17:11:22
Sick.
 Looks Okay I Guess
#12378 posted by Drew on 2015/05/24 04:36:59
slightly better than dogman's shot.
 I Cleaned Up The Room A Bit
#12379 posted by anonymous user on 2015/05/27 19:59:13
Still simple. Didn't want to leave that first one without an update :D
http://i.imgur.com/0tW0Dhm.jpg?1
Do people screenshot qw maps here?
 The Usual Genius...
#12380 posted by Shambler on 2015/05/31 22:52:07
https://www.youtube.com/watch?v=entq9ZReftE&feature=youtu.be
Some really cool stuff especially later on, I do think some breakables need a higher HP though.
#12381 posted by JneeraZ on 2015/06/01 00:54:23
Marvelous! :)
Also, not gonna lie, those candles on the floor as light sources made me tingly.
So, so good. All of it. Great stuff...
 Perfect!
#12382 posted by generic on 2015/06/01 02:58:19
I loved the atmosphere in that clip :D
#12383 posted by necros on 2015/06/01 03:58:25
oh cool, i love that monsters can brake brushes on their own, especially that melee attacks can do it. awesome.
 Uh
#12384 posted by necros on 2015/06/01 05:25:44
also 'break'.
#12385 posted by qwater on 2015/06/01 12:37:53
@shambler what is so genious about it? I mean, breakables already been made in hexen.
yeah, it looks cool and, as it was noted by necros, I like that monsters can destroy those specific brushes on their own.
But I wouldn't call it genious anyhow.
#12386 posted by - on 2015/06/01 14:07:10
But I wouldn't call it genious anyhow.
Don't worry, you won't ever have to worry about anyone mistaking you for a genius.
 It's Not So Much Breakables
#12387 posted by nitin on 2015/06/01 14:25:51
but how the video shows that feature has been implemented, both from an AI sense and a mapping sense!
#12388 posted by JneeraZ on 2015/06/01 15:43:42
My one complaint is that it sometimes lack a little clarity in the visual language -- i.e. these brown bricks are breakable, those ones aren't -- but I'm sure sock will sort that out before release.
#12389 posted by JneeraZ on 2015/06/01 15:44:35
Yeah, and the way the AI interacts with it is cool. Makes it feel like a native feature rather than an add-on. Them pathing to a boarded over window and busting through looks great!
 Agreed!
#12390 posted by DaZ on 2015/06/01 15:52:59
Needs some slightly different shade of brown for the breakable rocks perhaps. Or make the cracks more evident.
I know I'll miss it otherwise :D
 50 Shades Of Brown To Make The Crack More Evident
#12391 posted by Spirit on 2015/06/01 16:30:05
so Daz won't miss it.
 Its
All design language that needs to be done by the mapper. Honestly its well done ingame :)
can the breakables be made weapon specific... axe for wood, grenades and rockets for bricks, everything for glass?
#12394 posted by [Kona] on 2015/06/02 14:08:36
if we're talking a modern game, it would have a giant arrow pointing at the breakable, then perhaps a qte such as spamming the space bar to break said breakable.
 Well
That wouldn't be far removed from spamming LMB.
#12396 posted by JneeraZ on 2015/06/02 15:32:29
I'm just talking about clarity of design. If some brown bricks break and others don't, that's going to turn a cool feature into something annoying.
And I don't pretend that sock doesn't know this ... I'm sure he does. :)
 Escape From Your Cell
#12397 posted by aDaya on 2015/06/18 14:33:27
 Escape
#12398 posted by adib on 2015/07/01 08:02:30
I enjoyed your map. I think it has a strong Doom feel, so you can say it's blocky by design. You're right, it's short, but it's consistent and looks good. I couldn't find any of the two secrets, but maybe it's just me.
I played it with the MarkV engine, without the Quoth mod.
But don't realease it yet. It probably has leaks, because all exterior surfaces are visible. You didn't just put the whole level inside a box, did you?
 @Daya
#12399 posted by adib on 2015/07/01 18:48:06
Two things about this room in escape8.png you posted:
1- The open corridor above this room leading to the end is a nice touch. This corridor should have rails instead of solid walls, so the player can see the room below. It shows off your design and add to the "accomplishment" sense: reminds you of a fight you already had. Wich leads me to...
2- The room seems too big for too few/weak enemies. You feel like "what was supposed to happen here?". This is a big room with a valuable item, the YA. The battle here should be memorable. Maybe a Fiend room, not Enforcers'. Or maybe the enforcers would be in a level above, surrounding the room, giving them advantage.
P.S.: yes, I didn't play it with the Quoth mod, but hope these comments worth something.
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