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No prob, take your time, you could even release it on FIRST FRIDAY of the month if you want, seems more reasonable for making maps.\
Or just every friday take a screenshot of what ever area of a map you are working on, kind of a friday update, work in progress...
Well look at all he can do without even getting out of breath when on land? He never tires or falls down or has to rest no matter what you make him do. Give him a grapple hook and the bunny hop, and most people would figure doing stuff underwater is boring compared to what can be done on land. But I am all for more interesting physics for underwater...(working on some now in fact) and some big changes probably no one would like, for what can be done on land too.
When you start to talk about ability to hold breath, it comes to the factor of physical fitness on the character. Thats where you go back to old Dungeons and Dragons type paramaters, and set different levels of strength, constitution , dexterity etc, for a given player, and you get more diversified characteristics so that not every player can perform the same exact way.
Though I hate how if you don't have the biosuit you have only 15 seconds of air. A trained, battle hardened marine who is the best at what he does can't hold his breath for even a quarter of a minute?
Noticed not many maps coming out anymore that have large underwater areas , like E1M4 that you can have combat in....
My WIP map I'm making for Quoth has an Underwater combat section in it, also with a simple puzzle to complete - though I haven't shown any of it yet.
I think we need more maps with underwater is a focus - most games lack significant underwater sections and the games that do have them are more interesting, because your movement is restricted, and you have to worry about an extra way to take damage/die. It's almost like a different game because of how different the physics are.
Though I hate how if you don't have the biosuit you have only 15 seconds of air. A trained, battle hardened marine who is the best at what he does can't hold his breath for even a quarter of a minute?
Map making is like watching a 5ft shorty try to stick something on the top shelf. In practice, over half of us have wanted to do this.
There is a huge MOAT between the desire and know how.
Just like with this OGB guy, who wants to replicate N64 style Quake on the PC. His idea is pretty much at the mercy of MH, considering some sort of "Credits" are in question in terms of what the end result (or package) will become.
Leaning on others to get idea's from paper to reality is completely useless,unless you're lucky enough to happen across someone like Zop r00k who's extensive knowledge of Quake just simply makes "doing things" like scratching ones own ass, far from any real effort is required.
I think to truly hit the community good with this idea, you need to hit a few different mods! Speaking for the 3wave CTF Community, I think a few new maps would be incredible for us Also, I know the DM'ers have *dabbled* in other maps, so all-in-all, I think your idea is as I said, great!
Just remember that in Quake 1, even large areas are broken down restricting visual distance. If you look at most id maps they are large rooms breaking the line of sight with offset walls or doorways. I've made the mistake before of getting carried away with long hallways and such only to hear people complain about fps dropping when walking into an open area.
Noticed not many maps coming out anymore that have large underwater areas , like E1M4 that you can have combat in....or that have alot of slime where you need the biosuit, like in E1M1. If you are interested in working on something like that, I will collaborate...thanks.
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