#1 posted by
pope on 2004/07/16 15:35:55
[12:31] <RPG> Menk rocks, btw
[12:32] <Dinnerbler> wtf is it with madfox
[12:33] <Dinnerbler> i mean, is he on crack or something?
[12:34] <RPG> BTW, get Menkalinan as soon as possible.
[12:34] <popa> is it limited edition!?!
[12:34] <RPG> Gameplay = bestesterest

Er, You Cut Out The Important Part Pope!
#2 posted by
- on 2004/07/16 15:40:44
when I answered you
[15:32] <RPG> Gameplay = bestesterest
[15:32] <scampwork> yes
[15:32] <Dinnerbler> rpg: just thinking that
[15:32] <scampwork> i'll be deleting the news in 15 mins

F**ing Peace Of Art!
#3 posted by Trinca on 2004/07/16 16:37:05
man what a peace of art! make a dm map with these textures please! :) realy beautifull!

Menk.
#4 posted by
Shambler on 2004/07/16 16:38:35
Good gameplay, good design, good layout, good variety, good traps.
Bad textures.
I also got a larger than average amount of
SZ_GetSpace: 8014 is > full buffer size
errors when quickloading...

Erm
#5 posted by
. on 2004/07/16 16:51:39
Hasn't anyone noticed the flat lighting?

Damn! You Chose The Wrong One
#6 posted by
HeadThump on 2004/07/16 17:08:10
Good traps (the jumping Shambler, yeahh!) and environmental interaction. Good stuff. Loved it.
Complaint? Not much to complain about, but if you twisted my arm, I'd point to some of the terrain.
The terrain here looks good in the perspective of traditional Quake oriented mapping but the style of using trigs and cut brushes is getting to be more noticeably manneristic and unnatural in appearance.
Soon, Bay Raitt's theory of Edge Loops will apply to mapping as it is now the standard for modeling.
Not your fault, but just how the scene is evolving.

Meaning I've Gone Loopy And Over The Edge!
#8 posted by
HeadThump on 2004/07/16 20:12:32
http://cube.phlatt.net/home/spiraloid/tutorial/modeling.html
Is the simplest explanation and it is directly from Raitt though you can fill volumes with the material that is out there. All of the forum sites for the modelers (I use Wings3d and Blender) discuss the matter in great detail.
Essentially, you keep track of the horizontal and vertical lines when creating surface contours with polies. Triangles are to be avoided as they cannot extend in both directions.