 Dm1rq_1
#167 posted by Text_Fish on 2009/02/17 12:11:28
You just need to edit the wooden beam texture a little to get rid of the big black lines and it'll look spiffing.
I think the lighting looks just right for DM.
#168 posted by Trinca on 2009/02/17 12:12:22
look sweet, but tree diferent amo boxes at same place?
this is not usual in dm stile of game!
#169 posted by Trinca on 2009/02/17 12:50:06
One of the most important things in DM is the ammo balance... for example if the ammo box for rocket in Dm6 wasn�t in GA, the player would stay forever in RA, but since the ammo will over if he stays at Ra he have to run for ammo all over the map.
So is never good to put different ammo everywhere, better concentrate then in ammo types and not all spread! And powerful weapons shouldn�t have ammo close to powerful items ;)
But the look is very very nice!
hope it helped :)
 Gb
#170 posted by starbuck on 2009/02/17 13:12:19
I really like the wooden beams, it doesn't really look like cel-shading, don't worry. Looks very crisp and clean.
I will try and contribute something soon I promise :)
 Thanks For The Input Guys
#171 posted by gb on 2009/02/17 19:15:47
It really helps. Keep doing it.
Trinca: That's also helpful, since none of us is a big DM player but we really try to make DM fun, with more than half a dozen DM maps and all other maps supporting it, too, and with obs, vote-map, Frikbots and waypoints etc.
I keep thinking, since we have all these DM maps and optionally a multiplayer progs (thanks to #ifdef), we should perhaps release a DM-only public "beta". This might bring us gobs of feedback, which always helps.
The ammo cache in the pic is the only one in DM1, containing the only rockets in the map (no rocket launcher, remember), one of only two shells boxes and one of three nail boxes. It's all in one place to draw combat away from the YA and the courtyard (SSG, armor shards) a bit.
Eventually it'll be good to have people playtest the maps and the mod. Maybe once we have DM2/DM3 and most of the powerups etc. done.
Trinca, I guess if you'd like to playtest some, you could get on the team. Another pair of eyes always helps.
Minlight is used in the DM maps only. None of the SP maps use minlight, only sunlight3.
Ricky: Hehe, yeah, you have the choice between torches, flames, and fire :-D I'm looking forward to see your map.
Starbuck: Looking forward to it :)
 Well
#172 posted by madfox on 2009/02/17 20:23:51
found the page, let's see what happens.
 Lol
#173 posted by RickyT33 on 2009/02/17 20:49:05
I've got loads of lights available to me for my map but only really used about 5 different types or something...... maybe 6. 7?
#174 posted by Spirit on 2009/02/17 22:32:58
I really would not spent too much time on the multiplayer maps (didn't even think you would touch them). The SP maps will get you much more gratitude. ;)
About that "cel-shading", I should have been a bit more verbose, sorry. I meant the black borders of the wood parts. While they look very cool (I like abstract) they do not seem "reasonable" to me. They make it look like cel-shaded stuff (black lines defining the geometry) and thus artsy and abstract. It's just a thought. They would look much more Quakey (to me), if they were wood and not "wood with black painted borders".
 I Agree Spirit
#175 posted by HeadThump on 2009/02/17 22:52:26
They would look much more Quakey (to me), if they were wood and not "wood with black painted borders".
My basic approach of late is to avoid textures with mixed materials. I have even gone through the basic Quake sets and separated mixed materials out using the ones like you described for trim brushes.
And to note about my previous criticism. The texture choices are very good in respect to material variety, it is only the color scheme that is a bit too monochromatic (monochrome can often be a good thing, aesthetically speaking, especially in environments where you want to convey a feeling of oppression, but Quake being Quake . . .).
#176 posted by Trinca on 2009/02/17 23:11:18
gb i was almost in the team but my time is so short :( this project is big and i love what u guys are doing...
but my time is not enought, i can help u guys in dm maps for sure...in this area 100% ;)
 You Played Too Much RemakeQuake When...
#177 posted by gb on 2009/03/05 01:31:49
- you keep bumping into grunts
- you miss grunts because you try to predict them
- you get nervous when scrags don't blink
- you run out of shells...
- you're afraid to use shotguns underwater
- you participate in a contest that uses id1, and you either get pissed or drop out
- your maps are built for features that don't exist yet, but that's normal and no one objects
- you're convinced that said features will simply pop when you need them
- you play vanilla Quake, and you just hate what they did to the game
O_o
 In Other Words
#178 posted by Spirit on 2009/03/05 10:19:03
gb's About To Make You His Bitch
 I�m Back
#179 posted by ijed on 2009/03/07 14:58:59
And with a slightly better PC. </trumpets>
I didn�t get pissed off with the coagula competition, just didn�t have enough time. Looking at that item list is depressing since the individual tasks aren�t that time consuming.
I�m thinking to buy a laptop as well, to fill up the spaces in those tedious family reunions.
And I�m going to be a father in seven and a half months.
 Also
#180 posted by ijed on 2009/03/07 15:00:37
Health0 should be functioning perfectly now, just with the placeholder textures.
 Congratulations
#181 posted by RickyT33 on 2009/03/07 17:29:41
 Yeah, It�s A Nice PC
#182 posted by ijed on 2009/03/07 18:07:53
 The Smiley
#183 posted by ijed on 2009/03/07 18:08:45
Isn�t sarcastic.
How goes e2m1?
 TBH
#184 posted by RickyT33 on 2009/03/07 19:27:31
I have had a week off. Completely. I had some stuff happen in real life which left me feeling pretty down, and I havent had the motivation.
http://www.cwherald.com/news/stories/tributes-to-martial-arts-instructor-aged-25-found-dead-at-his-home-20090302323003.htm
This happened. He was my freind, his funeral was last Wednesday.
 Sorry To Hear It
#185 posted by ijed on 2009/03/07 19:47:29
What happened?
 Well He Was A Really Nice Guy
#186 posted by RickyT33 on 2009/03/07 21:18:08
and everything, but basically he hung himself in his house. They found him there after he missed work. Hi g.friend had left him for another guy at christmas. He had tried to do it once before and was sectioned about 6-7 years ago. We all thought he was coping alright. Naahh, fuck man. He was one of my friends. Its really fucked up.
 Christ
#187 posted by Ijed on 2009/03/07 22:18:55
Thats bad news. Will post a story later when near a keyboard.
 Ricky, Sorry For Your Friend,
#188 posted by dooomer on 2009/03/08 11:16:55
and for you too, because your loss of a friend.
 Is It Only Me Who Finds This Ironic
First ijed announces that he's going to be a father, and then Ricky tells us how his friend suicided? Some twisted cycle of life this is.
Sorry for your loss.
 Well
#190 posted by ijed on 2009/03/08 17:42:53
The story was:
A guy I knew was a bit of a headcase, but not suicidal.
One night he goes out into the back garden and hangs himself from a tree while there�s a party going on.
Everyone thought he was just pissing about and carried on with the drinking etc.
Next morning he�s dead, but only after choking to death / asphixsiation (that�s spelt wrong).
Because he tied it too long.
His girlfriend (who saw it all happening but didn�t realise either) topped herself with pills a few months later.
And nobody ever knew if he was genuinely trying to kill himself.
 RemakeQuake Thread
#191 posted by ijed on 2009/03/08 17:44:06
= happy thread.
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