
Horde Of....
#60 posted by
Shambler on 2014/01/10 21:36:13
Just watched the video, really enjoyed it, it's nice to just see it played and appreciate how stunning the design is :)

Shamblers And Shit
#61 posted by
DaZ on 2014/01/14 16:19:33

Heheh
#62 posted by
ijed on 2014/01/14 16:42:53
..would have preferred it if there had been a ledge to get back down...
Or a teleporter right behind you? ;)

Conferencebler
#63 posted by
negke on 2014/01/14 19:29:49
While I generally agree on the point about the lack of ambient sounds, it's not always so easy in Quake. The few existing sounds are either base- or nature-themed which doesn't fit in some areas. Quoth only adds two new ambient sounds and they aren't very versatile, either. So the only real alternative, and in a way this is sort of a workaround, is the use of flames/torches for some fire ambience.
However, this is where the soundtrack comes in, because it adds an extra layer of ambience, artificial as it may be (as in not directly linked to the specific environment), and neatly fills the gaps in the level ambience. This, among other reasons, it's generally recommended to play with it running in the background - it enriches the experience. Though I suppose not many people play with, not even the authors themselves, considering how many maps are released without a pre-set cd track. Should be used in CG videos, too.
Daz, are you aware of how the armors work in Quake? In this video there were several occasions where you picked up or went for a weaker armor than the one you currently had without considering possible disadvantages. Or maybe this was only because you had played the map so many times that it didn't matter?
The timing of the outro borders is completely wrong again. They already appear when picking up the Quad damage and all the way through the boss fight.
Btw. is there a miiggahealth in HL2? :)

Fark
#64 posted by
DaZ on 2014/01/14 21:13:25
Fixed the annotations. I don't know why that happens :(
Very true RE: Music. I should start adding in the music in post like I used to do.
I just pick up the armours. Gotta get all the shiny things.

I Watched You Video On Skacky's First Map.
#65 posted by
Breezeep_ on 2014/01/15 02:02:06
Keep them coming!

Green Bricks N Shit
#66 posted by
DaZ on 2014/01/23 20:16:19
Crescendo Of Dreams by Necros (2005)
https://www.youtube.com/watch?v=Eorkno5UXrA
Also, I got a proper mic this week and this is the first video I've recorded with it, so any feedback on voice quality etc is appreciated. I've been tweaking knobs for some time but I'm sure it can be improved.
I've been tweaking knobs for some time

Good Purchase
#68 posted by
ijed on 2014/01/24 00:23:19
The quality is much higher.
Good review / critique as well.

Crystal Clear
#69 posted by
sock on 2014/01/25 12:16:21
Also, I got a proper mic this week and this is the first video I've recorded with it, so any feedback on voice quality etc is appreciated
The quality of your voice on the video is much better than before.
I always got the impression that "Crescendo of Dreams" was a test map for Quoth features (sound fx, wave spawning, rotating brushwork) with its symmetrical layout and over use of powerful Quoth monsters. I think the doom architecture and level design is a favourite of necros, because I have seen it before in his other maps.
#70 posted by
necros on 2014/01/26 08:14:21
It was definitely meant to showcase quoth features (it was released at the same time as quoth). Totally overshadowed by Kell's much better Red777 though, but that's alright.
It had some neat things in it which I am still happy with now but also a fair bit of bad. I think you were a little too forgiving, Daz, but thanks for the review nonetheless.

I Love That Map
#71 posted by
Drew on 2014/01/26 20:45:13
I think it holds up pretty well.

Me Too
#72 posted by Tronyn on 2014/01/26 21:19:06
I adore the Doom green brick theme and was happy to see it done so well in Quake, along with all the trademark Necros designs like machinery, imposing outdoor areas, etc.
#73 posted by
- on 2014/01/26 21:51:14
I'm not so much a fan of the green brick... but I love the wood textures
12:45:39 | <onetruepurple> scumbag daz
12:45:43 | <onetruepurple> talks about space maps
12:45:50 | <onetruepurple> doesnt mention hipdm1
#76 posted by
sock on 2014/01/28 12:51:14
The first void space HIPDM1 map was in the Quake expansion pack "Scourge of Armagon" in 1997 developed by Richard 'Levelord' Gray .
I am a bit disappointed that Daz does not know about
Levelord as he was the inspiration for many "popular" map styles.
#77 posted by
Lunaran on 2014/01/28 16:01:51
like maps with penises in them
#78 posted by
sock on 2014/01/28 16:26:17
@Lunaran, Yes Levelord did a crazy p0rn map called
Assault but this is not the sum total of his work. He also did the first black void map and the first Alice style, "small player in large world" map
behind Zee bookcase. These two styles alone inspired many community mappers to create their own versions in many different engines.
#80 posted by
negke on 2014/01/28 19:41:20
First you drop the classic "Ello Guys" intro, then you get a different voice, and now you even call yourself "Der0n WeeX" or somesuch? It's like I don't even know you anymore!
By the way, if you record on protocol 15 (where possible) or 10002, you can fix the intermission camera on demo playback with BJP's convdem tool.

Derp
#81 posted by
DaZ on 2014/01/28 22:57:33
hipdm1 epic fail :( I added an annotation to the video correcting that.

Yeah
what's up with the intro man? :P
#83 posted by
necros on 2014/01/28 23:05:08
you can call yourself whatever you like, but you need the "ello guyz" intro!

Needs 'ello Guys
#84 posted by
Kinn on 2014/01/28 23:41:24
otherwise you don't get my youtube moneys