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Is my Quake MOD any good or does it suck monkeyballs?

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  • MadGypsy
    replied
    You should shorten the long thing and make the other thing go more to the left. Then all the blue would really stand out. See what I'm sayin'?

    Leave a comment:


  • hardcore_gamer
    replied
    Originally posted by golden_boy View Post
    That looks very authentic, like the 90s shovelware CDs.

    The front cover needs to look a bit cheaper, perhaps with skulls or whatever on it.
    Frontcover looks ok.

    Though I updated it with this one which I think looks slightly better.



    Also, the back cover's spelling errors have been fixed.

    Leave a comment:


  • golden_boy
    replied
    That looks very authentic, like the 90s shovelware CDs.

    The front cover needs to look a bit cheaper, perhaps with skulls or whatever on it.

    Leave a comment:


  • hardcore_gamer
    replied
    Ok, I have made a lot of progress in my mapping.

    Also, in a interesting twist of presentation the mod will be presented as if it were one of those CD add-ons that were released for Quake while it was still at the hight of its popularity.

    This means that I actually designed CD covers that will come with the folder that the mod will be in, as well as a readme/manual to make it appear as if this were a real CD add-on that actually existed.

    Plus it will allow me to make my own personal fantasy of actually creating a new Quake game a reality, since I intend to print these and burn the mod into a actual game disc when it is finished!

    In fact, I might even do so later tonight and then show you guys (the actual CD will still be empty though, obviously)!

    For now I can only show you the digial version, though. I tried to make it so that they look like real video game covers. Here they are:





    These are obviously first drafts, though I personally rather like the back cover. I might change the front cover though, since it doesn't look very impressive. If any artist is willing to create a cooler front cover that would be super.

    Thoughts? Comments?

    Leave a comment:


  • Henry
    replied
    Do you plan making DP-specific maps with a custom progs.dat?
    Because your video shows the usage of the SMC in your map.
    You should think about it as many Quake players will be left out because many use different engines.
    But then again, even Tronyn recently made maps for a small amount of BSP2 supporting engines.

    You should continue using none base-map monsters in base-maps. Many other mappers do it as well. And it pays. A fiend is always good for dark areas. You should continue this way. It is great.

    You should try to avoid to copy-paste parts of your map which you did in the start map. It looks too symetrical. Some wider areas would look good too.

    Leave a comment:


  • golden_boy
    replied
    There is already a light key with a value of about 100 I think in the map, but while it works just fine in DirectQ everything was just completely dark in Darkplaces until I threw in some actual lights.
    This is really weird, any minlight set in worldspawn should be baked into the lightmaps by the light tool, it's something done by the compiler. Not by the engine.

    Unless you only use dynamic world lights in DP instead of the static lightmaps.

    There are no "Darkplaces maps", by the way. If it's a Q1 BSP, then it's a Quake map.

    Leave a comment:


  • MadGypsy
    replied
    Oh, my bad.

    SMC

    That should help answer your question.

    Leave a comment:


  • hardcore_gamer
    replied
    SMC link doesn't work.

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  • MadGypsy
    replied

    particle steam tutorial

    Darkplaces skybox tutorial

    SMC
    Last edited by MadGypsy; 04-03-2013, 03:25 PM.

    Leave a comment:


  • hardcore_gamer
    replied
    May I ask, what is this "steam" effect you are talking about? And what is smc?

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  • Mindf!3ldzX
    replied
    Originally posted by MadGypsy View Post
    you know what you need?

    1) you need the steamy effect seven uses in smc, for lava. There is a thread on here how to make just the steam. Search for TUT fog+summin+particle summin (lol)

    2) the "mysterious place" your guy has ended up in (by boat) is completely surrounded by walls...lol. Get a skybox for that part, create some distance.

    @DP question @ me -

    I don't know. That's the actual answer. My educated guess is, if it didn't work, then it doesn't work.
    I concur with 1) and 2) , these would add some serious depth with two small additions. Something missing from the lava of Q1 is also heatwave distortion effect.

    I needed to know WHY heat distorted visually otherwise crisp clean airspace.... so I googled it lol


    Originally posted by WiseGeek.com
    The reason that things look wavy in the heat, instead of appearing as a stable image of the sky, is that the air temperature is not stable. Hot air naturally rises, so as air comes off the hot surface, it rises for a bit before rapidly cooling and sinking to be heated again. This constant mixing of hot and cool air produces vibration, which translates into refracted images looking wavy in the heat.

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  • R00k
    replied
    Cool looking video.

    Leave a comment:


  • MadGypsy
    replied
    you know what you need?

    1) you need the steamy effect seven uses in smc, for lava. There is a thread on here how to make just the steam. Search for TUT fog+summin+particle summin (lol)

    2) the "mysterious place" your guy has ended up in (by boat) is completely surrounded by walls...lol. Get a skybox for that part, create some distance.

    @DP question @ me -

    I don't know. That's the actual answer. My educated guess is, if it didn't work, then it doesn't work.
    Last edited by MadGypsy; 03-31-2013, 10:02 PM.

    Leave a comment:


  • Spiney
    replied
    You should make them episoups instead then.

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  • hardcore_gamer
    replied
    Originally posted by MadGypsy View Post
    Hah! +1 for cleverness
    So I was correct that the "light" key has no effect whatsoever in setting the global light level when the map is run in darkplaces? Does that mean the stuff you mentioned earlier is the only way to set global brightness in a darkplaces map?

    Originally posted by Spiney View Post
    T
    And why not have both base and elder sections in the same map? Quake is awesome like that.
    That would kind of defeat the point of having different episodes I think.

    Leave a comment:

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