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I Dont Geddit
whats the appeal of Q1 for mapping? when Quake was first released, i thought the SP was manageable, and had a lot of fun with DM, but since then in the last 7 years, ive not given it much of a 2nd thought cept for playing in a nostalgia frame of mind. It was fun back in the day, but anymore its kinda <so what> imo, for play and for mapping.

[19:40:16] <DaZ> gameplay:)
[19:40:41] <inertia> dm is actually really interesting

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[19:41:31] <inertia> sp has a harder bar to map for; youre expected to make something awe inspiring to look at; its less about play imho
[19:41:37] <inertia> harder = higher
[19:41:50] <monsto> Q1 sp is supposed to be pretty?
[19:41:58] <Killes> hmmm, there pretty sp maps and theres good sp maps
[19:42:06] <Killes> gameplay si important
[19:42:06] <inertia> atmosphere in general is the focus of q1sp... dm is gameplay first
[19:42:10] <monsto> how the fuck do you manage PRETTY in q1sp?
[19:42:21] <AD5|ds> lol

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[19:42:44] <Killes> dosnt have ht be that way, it makes such a difference to the fun of a sp map if the gameplay is done well
[19:43:03] <monsto> Killes, yeah i understand about gameplay...

[edit] yeah i understand that gameplay is pretty much a given in ANY sp, no matter how ugly or simple the engine.

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[19:45:08] <Killes> well, tru that q1 is more about the ambiance given off than the pure eyecandyness of it
[19:45:20] <Killes> but its engine allows certain atmospheres not really achievable in newer engines
[19:45:37] <Killes> its oldness plays in its favor in some way, the rough hard solid look of it u know

- - - -

I dont get how poly counts in the low hundreds, and lack of colored lighting and map models can create much atmosphere... then again, i thought the retail map <wizards manse> was just DARK, not <atmospheric>.

Im not bashing anyone, i just dont get it and seek TO understand.
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"It`s not a GAME."

It's only a game. 
... 
Quake is not an everyday industrialized money-eating spectacularity-trendmassgame.

i like that, and whats more, its true. :0) 
It's Good 
Yes it's only a game but are all levels part of the same game or are they really all unique games? It's really a slippery slope with no definite answer. Just a different level is still unique and it did not exist when the original "game" came out. On the other hand, is Unreal 2003 even a different game than Quake? They're both FPSs based on the same thing (basically the obvious combination of DooM and full 3D), the only difference is that everything is rewritten and replaced and some new stuff has been added and some stuff has been removed. Maybe it's partially intent that make the difference. Many Quake levels, for example, flaunt their similarities to the original levels more than the differences. Even this is not clear, since often the idea is to combine similarity and difference.

It'd argue that it's possible for a Quake level or mod (DMSP maybe) to be more of a new game than some new "games"... at least regarding positive differences ;) . 
Spentron 
you make a valid and well explained point. ;) 
No 
It's only a matter of semantics masquerading as a matter of philosophy. 
Pushplay. 
No its not!

[ok, we can stop now] 
Pushplay 
that should be the tagline of the entire internet. 
Yes 
It's semantics but semantics are usually used to trivialize levels and mods compared to "games" ... a difference suddenly overlooked in the eyes of certain media as soon as the add-on is of commercial origin. 
... 
ah lets all go outside and get some fresh air shall we? 
Mmhm 
good call...





gah! green shit everywhere and...no roof!! 
Besides 
it's raining in the fucking uk 
R_speeds... 
If you're looking for maps with high poly counts, download dranzdm7. I went a bit wild with the brush work. 
I Agree 
i was gonna mention it in the r_speeds discussion in the other thread. my pc seems to slow down A LOT on the dynamic lighting, guess my cheapo Geforce replica is a bit shit! 
Daftpunk 
Not really, I think its more to do with the fact that dynamic lighting (at least with the way it is implemented in glQuake) has a massive performance hit; it would cut my frame rate down by like 50% on my older cards (TNT2, Geforce2) whenever there were any dynamic lights active.

I assume that's why glquake included gl_flashblend, even though it looked crap; much faster than enabling dynamic lighting.

And it might also explain why the dynamic lighting in Q3 is done differently; its much faster, but it doesn't seem to light world geometry (doesn't affect the lightmaps?). 
Orb's Consideration 
Pfew, that's a lot English for an Outlander...
Have read all above becomes almost to much,but...first let me be the ButHead who says,I don't get it, how do you win.
I am almost constantly mapping the last seven years for Quake1, for the only reason
I must be Q1SP-warped.
All games are great, but there is only One Quake! And that's Quake1. Forget the lather.
Never seen a good medieval monster in a cleenswept castle, and if I did, I stopped believing.
Quake2 made it so future-alike, as wearing Visors.
The reason I can't stop mapping is because I can't forget the Q1Single Player event.
All right, go for Dm, but it's lost for me.
Sometimes have the feeling,
Deathmatch killed the SinglePlayer Star.
Great cheer for Kell there, explaning lots of
intu�tive passion.
Running to get my bunch of singleplayer maps toasted and beta tested.
Great thread!
Greetings , MadFox 
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