 @Spirit
#317 posted by Baker on 2009/08/06 20:20:15
Spirit, yes you are right ... I made a bit of an overstatement that wasn't fair.
I apologize, had there been an edit button I would have softened those strong statements up a bit.
 Ugh
#318 posted by Baker on 2009/08/06 20:22:45
@ prior 2 posts ...
No I wasn't trying to switch the conversation to Rygel's texture pack or anything like that.
I was just pointing out the obvious that if the gameplay is solid the visual media can always be changed/upgraded/fancied up later but if the gameplay sucks then why bother.
 I'm Drunk
#319 posted by PuLSaR on 2009/08/07 00:00:15
But leave the monster count, cuz it's the thing i want to see in most of all modern games but i don't . It's what quake is. Бля
#320 posted by Spirit on 2009/08/07 18:32:16
I guess you overread important information on Mindgrid's pack:
I have been carefully selecting existing effects from the original game available in some commercial sound libraries and reimplementing then at their original CD-Audio quality.
A lot of the sounds are from the Sound Ideas 6000 (or what it is called) library and surely absolutely non-free.
Here are some demos from me: /home/hannes/kram/spiele/quake/remakequake
 Errr
#321 posted by Spirit on 2009/08/07 19:46:56
 Ok
#322 posted by ijed on 2009/08/08 03:28:59
Will watch the suckiness over the weekend - been pretty busy.
 That's Alot Of Demos
#323 posted by ijed on 2009/08/08 19:13:52
 And
#324 posted by ijed on 2009/08/08 19:38:26
Alot more constructive than 'this sucks'.
Bad day?
Just watched the second and had quite a few realisations about the map.
The first shows off speedrunning in an id1. I made a point of saying backwards compatible in id1 for a reason. In any case, the TB pushback is a test, most likely to change.
 Something Big...
#325 posted by madfox on 2009/08/09 05:42:06
After reading this thread, the stunning feeling came over me, that if Romero or other level- master would make a new map nowadays under covered by a nickname, they would be savaged off this forum. Maybe it is my own humble opinion, but let me be the first one to claim with a big cheer this is something big I am really enjoying!!!
Seeing rain in Quake, real glass and the ingame movie parts set me back on my toes.
And although the skill setting of the monsters seemed a bit low I had the feeling to enter the backdoor garage of Carmack himself.
I don't know from where all that sharp edge comments are usefull for, but I blame it to the spoiled attitude all that new supervideo games have brought. I could never go any further than Quake1, despite of the magnificent advances the other engines have brought.
This is Something Big!
Save me the shitload of criticks I read before I downloaded the demo, as I find it easier to blame the sounds, the abolute minlights and all the so well covered up politics mappers have gathered around them to polish up their sense of a well modified Quake map, than to embrace a new course that could lead to new visions, that encourage the well trodden pathways.
Drop down in that partical excellerating engine in the middle of this demo and drown your insufferable discouriging blame that you throw up to the voluntary survivers who try to makesomething worthwhile of this great game!
Back to that irisistable, pioneering e3mr1rq to get a demo of this Big Thing!
#326 posted by JneeraZ on 2009/08/09 13:26:36
"After reading this thread, the stunning feeling came over me, that if Romero or other level- master would make a new map nowadays under covered by a nickname, they would be savaged off this forum. "
If someone showed up with an id1 map these days, yes, they'd be savaged. But I'd like to think that Romero would turn in a map with more detail than they delivered on the Quake CD. :)
 Some Advice For U Fellas
#327 posted by [Kona] on 2009/08/09 14:05:02
Just read this thread aswell and decided to give the demo a shot. I think some of the criticisms are warranted, just so that in the end RMQ can be a better finished product.
None of the sounds were really that great. If they're not much better than the originals, then why bother? I'd almost keep the original sounds, to be honest. Are you modifying any of the weapon designs? Maybe not a complete redo, but just touch them up a little?
I remember an old mod which reskinned all the quake weapons. I think I used some of them a long time ago, the sg and dsg at least. I always liked the positron beam gl model better too. Haha I found them just now in my first q1 episode. Was a piece of shit, but the reskinned weapons were alright.
Okay on to balance. I love that the sg and dblsg have so powerful now, but you'll have to do soething about the balance. There's no point using any other weapon but these 2 now. Also, some of the monsters will need better AI. the fiends are complete pussies against a SG. if all you have is a SG, and a fiend jumps out, you should be shitting yourself. even a shambler is no match for the sg!!!
Scrap the rain, it's been done before. it just looks like a but weird blobs floating down and the sound is annoying.
The talk about reskinning the baddies that have different firepower. You don't need to just make them different colours like Quoth did, why not reskin them properly. Give one a mask, or completely different styling. They can all be the same dirty quake colours, just different styles. That should be enough.
All these things are not major though. I do think it feels more like partial conversion than a quake remix. but maybe that was bound to happen anyway.
my last concern with the demo was that map. it was a bit bland and needs a lot more detailing. the outside sections in particular aren't really up to todays high standards. or at least the awesome standard done on a few of the remixed id levels already released (the e1m1rmx, Quake RMX map pack). the route was also completely confusing and to be honest, i didn't really feel like i was playing a remixed e3m1.
anyway hope this helps! i'd love to do some maps as well, but i'm way too busy as it is to ever map again :(
 Great!!!
#328 posted by madfox on 2009/08/09 18:39:15
I haven't tried the better graphics, nor the better sound, just played the excellent demo!
http://members.home.nl/gimli/lost.7z
 Thanks For Comments
#329 posted by ijed on 2009/08/10 17:43:45
#330 posted by Ankh on 2009/08/15 12:32:11
I would like to try the qonquer mod with the weapons from this mod. It could be fun.
 Hm
#331 posted by ijed on 2009/08/15 15:02:08
New game mode there. We've got alot of SP maps to slay though - as well as the DM demo coming up.
Nice idea, shelved for now - but not discarded.
#332 posted by JneeraZ on 2009/08/15 17:04:27
I could work that mod into the RMQ code base when the time comes if you want. I don't think it would be that much work - a few new entities, really.
 You Want Onto The Team?
#333 posted by ijed on 2009/08/15 18:09:04
The SP maps are the more grueling task, so it's nice to work on smaller stuff in-between - Qonquer maps fit that profile well.
#334 posted by yhe1 on 2009/08/15 21:09:23
Is remakequake going to feature new weapons?
#335 posted by JneeraZ on 2009/08/15 21:11:35
ijed
Sure. I can make small arena maps for a Qonquer type mode without a time issue. Hook me up. :) Remember, I'm a Mac guy so if this will be a Windows only affair, I might not be able to help.
 We're Already
#336 posted by ijed on 2009/08/16 04:08:50
Windows / Linux, so there shouldn't be any problems.
 New Weapons
#337 posted by ijed on 2009/08/16 04:10:53
Are a possibility but not planned as yet.
Stealing Enforcer weapons is a maybe.
There is a grappling hook, based off the wicked hook - rope style physics as opposed to ignore gravity pulling.
#338 posted by yhe1 on 2009/08/29 01:41:33
[quote]Stealing Enforcer weapons is a maybe. [/quote]
Didn't NSOE already kind of has this? Also, I feel that the remake Quake Chainsaw isn't as good as the one in Zer.
Is something like a railgun possible in Quake I?
#339 posted by RickyT33 on 2009/08/29 02:35:08
YEA!!!
btw i need a kick up the arse
 Railgun = Mmmmmm YEAH!!!!
#340 posted by RickyT33 on 2009/08/29 02:35:47
just port a model already pls :D
Is something like a railgun possible in Quake I?
http://www.quaketastic.com/upload/files/screen_shots/railgunRQ.png
The pickup model is WIP, the gameplay is yet to be finalized (although it's very close to final). But the thematical direction is there - a weapon from the other side of the slipgate. Might become a monster weapon, too.
And that's the new DM7RQ in the background, by ijed.
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