
Hmmm . . .
#3099 posted by
HeadThump on 2006/05/28 18:06:12
HeadThump: why have crappy replacements?
1) The models primary function is not to be replacements but are to be the building blocks of an entirely new game with a Quake like sensibilaty. QuakeC coders over on Inside3d have been developing physics, mathematic, UI and AI libraries. I would like to use these as a modder, but frankly, a lot of players get pissed if you mess around with the game basics so it is best to start from scratch. That is one reason for the models.
I have pretty detailed plans for several episodes in a story arch concerning undead immortal rivals vying for world domination, and the human mercenaries who do their bidding. Locales include Venice, Marrakesh, Port au Prince and Baja California.
A few summers ago, I collected hundreds of photos and documents on these locations,for what was intended to be a Deus Ex mod. However, since then the idea has evolved into its present form. I prefer to develop this on a non proprietory engine like the Quake engine where anyone who is interested will be able to play it, instead of the game being limited to those who own copies of either Quake or Deus Ex.
2) To have any change of these ideas coming into fruition, I'm taking a holistic approach. I put together all the material as quickly as I can, and then I can fine tune the models, sounds, fx, code and etc. as I go along.
I'll be the first to admit, the quality varies. The boar looks like shit, and the eel looks like total shit, but the scourge I think is pretty good. The spectre needs tweaking, but I like my overall design for it.
Why would I show these in there present Alpha stage forms? I'm trying to encourage as much criticism as possible. It really helps to have
Bal or Lunaran, real seasoned pros pick these apart.

Personally
#3100 posted by
Text_Fish on 2006/05/28 19:10:41
I think it will be extremely difficult to replicate the 'Quake like sensibility' in real-world locations.

Oh, And
#3102 posted by
necros on 2006/05/28 19:34:22
the third shot has too much bloom effect!

Why
#3103 posted by
megaman on 2006/05/29 02:27:36
Does Peerguardian block leveldesign.org? scampie, what did you do? :)
kell's #0: lol, how long did they search for a spot with that even lighting.

Kell
#3104 posted by
Kinn on 2006/05/29 03:34:01
lmao, that made my day :}

Vormit Will Haunt Me For This
#3105 posted by
madfox on 2006/05/30 18:27:43
I recompiled the Q2 textures of Richard Neff into a Q1 wad. And by doing so I wanted to know how they would look in Quake1.
So I took the first Q2map and converted it to Quake1. I didn't use the coloured light, but I intend to do so.
http://members.home.nl/gimli/gimli09.htm

Mad Fox
#3106 posted by
bambuz on 2006/05/31 04:13:05
IMG SRC="file:///C:\Quake\tmpQuArK\test07.jpg

Refresh
#3107 posted by
madfox on 2006/05/31 10:16:42
sorry, had to much hosting on my site.

Why
#3108 posted by
Jago on 2006/05/31 12:52:33
am I refreshing an empty grey page?

But Thanks For Telling Me
#3110 posted by
madfox on 2006/05/31 13:57:21

Which Icon Do I Use?
#3111 posted by
starbuck on 2006/05/31 14:11:41
that's pretty interesting to look at. any chance of you uploading the bsp so I can run about it?

Quake12 Of Course...
#3112 posted by
madfox on 2006/05/31 14:51:59
The level is in a test state to watch the Q2wad file. Therfore it is not made to make it a real challenge. I made it as an exit for the abandon pak I made. But it has been a rather tacky aprehension I set myself.
Exploding walls are not there, no coloured lights, the overflying planes have to be added as funk_trains etc.
But if you are curious, give me some hints!
http://members.home.nl/gimli/test187.dz

Madfox
#3113 posted by
Ankh on 2006/06/01 00:38:47
Those pictures look really interesting. In quake the level looks much better than in quake2 :)

MadFox
#3114 posted by
JPL on 2006/06/01 00:43:32
Wow, really interesting indeed ! Keep it up !

Madfox
#3115 posted by
starbuck on 2006/06/01 00:58:45
that was indeed interesting to look about, thanks!

Interesting ?
#3116 posted by
gone on 2006/06/01 05:35:47
wtf. stop stealing/butchering another game maps. make your own (even if you copy q2 maps layout or style)
ripping smth from another author and making it worse is lame

Speeds
#3117 posted by
madfox on 2006/06/01 11:25:24
As I mentioned before I was not planning to distribute this level.
I was comparing the wad file I converted from someones hard work to make Q2textures available for Quake1.
Why always that picking on someones authorizing capabilities?

Erm
#3118 posted by
starbuck on 2006/06/01 11:54:29
sorry for finding it interesting, speeds. I was wrong. Forgive me.

Happy Whitsun
#3119 posted by
madfox on 2006/06/05 10:33:05
right, I renewed the Q12 level, with func_explode and func_train and wondered if coloured lights would make it look better.
I also have a beta, and because the response was rather low, I publish it as a beta.
hit me with your joystick!
http://members.home.nl/gimli/grenade.zip
#3120 posted by
Trinca on 2006/06/06 05:23:49
Madfox crates textures are all fuckedup man! look crates top! in start the first ones...

Fun Gameplay
#3121 posted by
aguirRe on 2006/06/06 06:13:54
There are plenty of visual problems, but gameplay is solid and it's a big map. As usual, there are progression issues, but nothing detrimental. Challenge was OK on Normal, but I'd like more health and especially armor in the later parts. There is enough overall, but some stuff should be moved to later areas.
Maybe also replacing the RL with the secret GL (I only found it afterwards), marking secrets and deleting the rogue fish at (2304 -1024 -1248). Otherwise a fun oldskool romp.
#3122 posted by
Trinca on 2006/06/06 10:10:54
i will need serius beta tester�s also got neg|ke and JPL at least more two will be great!!! but to give many feedback not just say "IT SUCK" this i already now :)