 E1m3 Remix
#13452 posted by PuLSaR on 2016/03/25 18:53:30
looks sweet, can't wait to play it. I wanted to make e1m3 remix by myseft for a long time (since mid 00s), but never made it.
Though some more texture variety and trims would be nice.
 Retrojam 5: E1M3 Remix
 Hey Guys.
I've dusted off the deathmatch map I was working on and need some advice.
The map is pretty functional as is in terms of gameplay, I am just prettying it up, placing some visual cues so that it's easier to learn teleporter locations.
I have some platforms that hang over a pit of spikes that players need to jump over in order to traverse the level. The platforms look silly sans support, so I fabricated up some chains to hold them in place. Visually it looks excellent.
As a player would you rather these chains:
a) slightly obstruct player jumping, increasing the risk of death?
or b) be func_illusionary removing some "reality" but less chance of death?
#13455 posted by Joel B on 2016/03/25 22:31:03
Maybe they can be supported from below or from the sides, with thin brushes?
I'm a little dubious about the idea of falling-into-certain-death in a multiplayer map though.
If the platforms are quite big, so that essentially you're making a "space map" (hipdm1, q3dm17), then that's fine... but since you're worried about players blundering into edge supports then I'm guessing the platforms are small.
There are maps like q3dm6 and Furious Heights that do have spots where players need to bounce across some player-scale platforms, but the penalty for falling is just tactical (and maybe a small bit of falling damage). If those maps had death-pits underneath then I don't think people would enjoy them as much.
 @jlaw
They reside in the middle of an open area that is meant to have risks to traverse. Both in dangers from other players and the "oops I fucked up this simple jump" factor. The platforms are quite large.
http://www.quaketastic.com/files/screen_shots/hellvertica.tga
 Fuck
That was a 6.2 mb tga, uhm... sorry.
#13458 posted by Rick on 2016/03/26 04:13:52
The chains don't look right to me just disappearing into the floor like that.
They could use some kind of fixture to represent an attachment point, and probably would look better attached to the side of the platform.
Personally, I'd just add supports or something underneath.
 Yup
I was going to add a fixture to the top, but now that you mention it, the side will probably work just as well if not better.
#13460 posted by Hipshot on 2016/03/28 11:45:11
Very few of the screenshot links works on the first pages?
 Hardware Versus Software
#13461 posted by mankrip on 2016/03/29 03:16:48
I was testing some stuff out, when I loaded E1M1 in both QuakeSpasm and Retroquad and got shocked. For a moment I almost thought I hadn't alt-tabbed properly.
See the comparison: QuakeSpasm & Retroquad
This also shows how faithful to the software renderer QuakeSpasm is. Good work.
#13462 posted by necros on 2016/03/29 03:28:52
i've been meaning to ask... what is with that weird fuzzy look in your engine? reminds me of software unreal.
 Necros
#13463 posted by mankrip on 2016/03/29 03:41:19
It's the series of dithering filters I'm developing. It's actually superior to the filter in UT99 (though not to the filter in UT2K4, which uses a 16-bit bilinear algorithm instead of dithering).
#13464 posted by mankrip on 2016/03/30 02:49:34
Here's a view of a single pattern generated by Retroquad's 3-step dithered lighting: screenshot.
Rendering in Retroquad generates multiple patterns like this, non-overlapped.
And as can be seen, the resulting pixel patterns in Retroquad are more dynamic and complex than the ones in Unreal.
 Wow
#13465 posted by anonymous user on 2016/03/30 03:03:02
thats art!
 Looks Like A...
#13466 posted by Hipshot on 2016/03/30 09:37:03
nice carpet =D
 Return To Mapping
#13467 posted by DOOMer on 2016/03/31 00:19:32
I decided to go back active in mapping for Quake. Yesterday started a new small
map, which probably will be a bit nonlinear on the walkthrough.
Th map will be for AD mod.
http://i.imgur.com/7hoFPqW.jpg
http://i.imgur.com/oTxNk1z.jpg
 Great Start
#13468 posted by mjb on 2016/03/31 00:21:25
Awesome to see new AD mappers!
#13469 posted by mankrip on 2016/03/31 01:42:08
The Windows behind the archways are a nice touch.
#13470 posted by DeeDoubleU on 2016/03/31 11:33:57
If he is the DOOMer I think he is, then a phrase "everything new is well forgotten old" couldn't be truer.
 If You Mean
#13471 posted by SleepwalkR on 2016/03/31 16:01:09
absolutely annoying asshole, then yeah, he is.
 I Love The Smell Of Arrogant Hypocrisy In The Morning
#13472 posted by anonymous user on 2016/03/31 18:28:55
#13473 posted by DOOMer on 2016/03/31 23:38:44
@Bloughsburgh
Thank you :) And your map too inspired me to make something not under vanilla
Quake or Quoth2, but under AD.mod.
@mankrip
Yes :) But the arches in my opinion look quite just, perhaps they lack the
borders of another material.
@DeeDoubleU
I don't know about what you think DOOMer, in the Q-community were many. I have
no big releases for the first Quake. I have previously participated in several
speedmapping events and made a map for the Jam 1.
 Doomer
#13474 posted by Breezeep_ on 2016/04/01 00:49:38
Looks pretty oldschool.
 DOOMer
#13475 posted by DeeDoubleU on 2016/04/01 11:22:34
Yeah, that's why I recognized your nickname. Saw it while going through top rated maps at quaddicted and at quakegate.
 Upcoming Project X
#13476 posted by Orl on 2016/04/01 19:00:20
You're not ready for what's in store for you. Many months and money have been poured into this project, codenamed X-tra HOT that will leave even the most skilled of Quakers on their knees pleading for mercy. What is it you ask? Take a look.
Right off the bat, we're talking next generation level design here.
qrf.servequake.com/~orl/misc/af1.jpg
Each map a true work of art, designed by only the most professional of crafters.
qrf.servequake.com/~orl/misc/af2.jpg
Hundreds of traps and dangers just waiting for you to be victim to.
qrf.servequake.com/~orl/misc/af3.jpg
Bizarre worlds and enemies with state of the art gameplay that will leave you on the edge of your seat!
qrf.servequake.com/~orl/misc/af4.jpg
Mini-games like golf to take the pressure off from getting whooped by your adversaries, because everyone needs a little relaxation.
qrf.servequake.com/~orl/misc/af5.jpg
This is no doubt the ultimate in Quake experience, re-defined for next level gaming! Coming soon to ColecoVision, Emerson Arcadia, and the Casio PV-1000!
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