 Yet
#13393 posted by inertia on 2008/01/08 11:03:21
fish are more equal than others...
 Each To Their Own
<spds> bigger = better
Strongly disagree.
 I Dont Know What To Say...
#13395 posted by RickyT33 on 2008/01/08 12:20:15
...I think its wrong! I feel like Stevie Ray Vaughan did when he was told that Buddy Guy (or was it BB King) was opening up for him...
Dont change it please! It made my year!
AArrggghh!! All these mixed up feelings...
 ...
#13396 posted by than on 2008/01/08 16:44:22
<spds> bigger = better
<someone> variety is the spice of life
I think that whilst the Warpspasm maps are great, they are a bit of a grind because of the sheer size and length of playtime with no end. Other large maps such as Marcher and czg07 do not suffer from this but are not as large. However, I've had plenty of fun with the terra maps and rpg's mini episode was also highly enjoyable.
 Frib
#13397 posted by negke on 2008/01/08 17:03:36
That was an ironic statement...
#13398 posted by ijed on 2008/01/08 17:07:22
I think Warp got more recognition than it deserved because of the size, there was a lot of boring stuff in there and a lack of impressive or cool moments that I could have corrected with more patience.
In Marcher or czg07 there's very little repetition of environment - Marcher has those staircases but that's not so bad. Whereas warpb has an endless maze of brick corridors interspersed with open outdoor bits.
Ah well, you live and learn.
 You Made Your Mark Though!!
#13399 posted by Shambler on 2008/01/08 17:33:10
Experiments in the extremities - when done well of course - are good experiences in their own right, even if they might not end up as refined or as high quality.
I am still eagerly awaiting super-detailed, super-hardcore micro-maps. 20 monsters, every one a significant gameplay event, etc etc.
 That Would Be Good . . .
#13400 posted by ijed on 2008/01/08 17:43:48
But I don't think Quake monsters are set up for it. Vondur's Castle of Koohoo is probably the closest there's been with only the fish and sometimes zombies really used as filler enemies.
Spose it's how far the map is willing to build the map around the monster and its behaviour rather than their aesthetic concept.
A single Ogre could chase an unarmed player around an evil dead cabin but I'm certain sooner or later the bad AI would tell and the player would end up axing to death a stuck Ogre.
 Btw
#13401 posted by bambuz on 2008/01/08 18:03:46
sarcasm, not irony.
sarcasm = advocating something which actually is a hidden criticism that ridicules the advocacy.
irony = some random event that is unexpectedly fitting and even makes the previous stance ridiculous. This is a term that is surprisingly hard to explain.
#13402 posted by JneeraZ on 2008/01/08 18:14:57
It's like rain on your wedding day!
#13403 posted by Spirit on 2008/01/08 18:43:48
Experiments in the extremities - when done well of course
Shambler, what are you trying to hint at?
 Oh Lol
#13404 posted by Shambler on 2008/01/08 19:50:17
I'm trying to hint that your upside down remixes sucked fetid goat sac and I'll hate you for ever more for making me waste 2 minutes downloading them and wandering around them. Yeah, something like that ;)
 Bamb
#13405 posted by Vigil on 2008/01/08 19:54:24
Merriam-Webster Online says on "irony":
a: the use of words to express something other than and especially the opposite of the literal meaning b: a usually humorous or sardonic literary style or form characterized by irony c: an ironic expression or utterance
Who else wants a go at it?
 <spds> Bigger = Better
#13406 posted by gone on 2008/01/08 21:03:53
merely an observation of general public taste
shamb couldnt beat an upsidedown map? lol noob
 Ijed Re: #13398
#13407 posted by distrans on 2008/01/09 04:02:47
I have a exceedingly good Rutherglen Shiraz set aside should you ever make it to Wodonga, in the meantime I doff my cap.
 Bleh...
#13408 posted by distrans on 2008/01/09 04:04:39
a == an
 Not A Wine Drinker
#13409 posted by ijed on 2008/01/09 04:25:22
Prefer water of life.
And I'm half cut. Just deleted a rambling post of a fair few letters.
If I'm ever in Wodonga I'll let you know, the chance isn't so far fetched.
 Im Gagging For Quoth 2
#13410 posted by RickyT33 on 2008/01/10 14:54:00
Literally!
 Hehee
#13411 posted by anonymous user on 2008/01/11 06:23:47
#13412 posted by Spirit on 2008/01/11 10:55:45
That book is quite funny even though the humour is rather childish (at least the german translation).
 Q3shw21: Destroyer BETA2
#13413 posted by ShadoW_86 on 2008/01/11 21:06:27
 ShawdoW_86
#13414 posted by JPL on 2008/01/12 11:09:42
Wrong thread: should have been posted in Screenshots & Betas thread... ;)
Anyway, the shots looks very good: nice architecture, nice details, but I think the lightning effects are quite flat...
Well, nice job: keep it up !
 Nice!
#13415 posted by Spirit on 2008/01/12 11:36:19
The readme should be named q3shw21_b2.txt.
I don't really like the naming starting with q3 (as those normally are the baseq3 maps I'd say) but that's your choice.
The looks are fantastic! Lighting is good too.
One thing I would change is to add the possibility to "climb" up from the rocket launcher (with those floor plates).
The spawnpoints are a bit random and few(?) but I have no idea where to better put them.
 Micromaps
#13416 posted by golden_boy on 2008/01/13 02:27:49
Shambler wrote: I am still eagerly awaiting super-detailed, super-hardcore micro-maps. 20 monsters, every one a significant gameplay event, etc etc.
Kell's and Necros' Quoth test maps (the ones shipped with Quoth - KelltestX etc) are a bit like that. I play them a lot. They're not super-detailed though, nor super-tough, but cleanly made. There are more maps like that. RPGSMSE* was already mentioned (not quite enough monsters though IMO.) Quoth is probably really well suited to such maps, because of tough individual monsters on one hand, and vorelings on the other. I really like the kelltest map with the voreling-spawning unholy altar (M'Gah!). I wish Kell would do 10 more of those.
The concept is cool.
#13417 posted by Kell on 2008/01/13 03:44:30
I wish Kell would do 10 more of those.
Thanks :)
There is a base testmap to demonstrate the new content for Quoth2. It's a bit larger than the Quoth1 testmaps, but I'm still tryign to keep it minimal.
http://kell.leveldesign.org/screenshots/ss-kellbase1.jpg
There's also a testmap just for breakables.
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