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Is my Quake MOD any good or does it suck monkeyballs?
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Well, I think that having only "real" enemies in a base map only makes sense, but it's just my oppinion. Why it like Quake II..................Hard to explain.... beacause it's a base map.. Okay, let's leave this one. About the dock: I didn't see the boat, that's why I said it was pointless... Anyway, I said I like the project, and I all but mean to discourage you. It's good. Keep up the good work.
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The base enemies are the major reason base maps tends to be more stale gameplay wise. So put in anything you wish. Themes be damned.
And why not have both base and elder sections in the same map? Quake is awesome like that.
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I personally am no fan of how only soldiers/grunts are used as enemies in the base maps for the original Quake. It made the base maps feel more boring then they had to. In the original Doom some of the tougher demons did not appear until later episodes, but there were still monsters in the first episode and not just zombies. I fail to see what's so bad with throwing some beasts into a base map.Originally posted by hgdagon View PostMaybe I'm classic, but what's a fiend doing in a base level?
Originally posted by hgdagon View PostThe level in the video looks more like a Quake II level
How so?
There is in fact a story reason. I don't think you can see it in the video, but next to the player at the start is a small wooden boat powered by a motor which the player used to get to the dock. The story involves the player somehow (I haven't worked out all of the details) finding this magical placeOriginally posted by hgdagon View PostI thought the Dock was pointless (unless you attach some story it...)
and docking his boat there. Then he starts his adventure.
That is because this IS my first map. Well my first QUAKE map anyways. I have made dozens of maps for Doom/Doom 2 and about 3 or 4 for Doom 3.Originally posted by damage_inc View Post
Watching the video gives me a sense of someone with some advanced mapping idea's while at the same time feels like a "first" map.
I think the most beginer style looking area of the map is the first starting area for the base map (not the intro level). It was something that I just kind of crudely threw together while I was getting a feel for how Quake mapping works (it did not take long to learn using the editor though since I had already learned how Radiant works with Doom 3). I will probably re-design some parts of that first room/tower area.
Ah! I was actually wondering why the "light" key in the worldspawn/map properties wasn't doing anything in darkplaces.Originally posted by MadGypsy View PostOne thing I would change is black around the lights. Your youTube image is a perfect example. Look at all those lights (that are not deeply inset) casting black on everything. The texture around the lights is non-existent.
There is a compile switch for darkplaces that allows you to set the minimum light globally across the entire map. Almost any value you use will destroy absolute black. I don't remember the switch, I'll tell ya in a minute...hold up.
back...the switch is
-minlight 20
it can accept values between 0 and 255 (20 was an example and probably too high). You would have to use hmap2 to compile at least the light for your map. If you are going for darkplaces as your target engine, you should probably just use hmap2 for everything.
also, if you do use hmap2, make sure you read the read me and do it in anything other than notepad. Notepad will not retain any of the formatting and it will be akin to trying to read a 3 page long paragraph. Wordpad will work though.
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.
Wait a min.....is that why the engine is called darkplaces
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One thing I would change is black around the lights. Your youTube image is a perfect example. Look at all those lights (that are not deeply inset) casting black on everything. The texture around the lights is non-existent.
There is a compile switch for darkplaces that allows you to set the minimum light globally across the entire map. Almost any value you use will destroy absolute black. I don't remember the switch, I'll tell ya in a minute...hold up.
back...the switch is
-minlight 20
it can accept values between 0 and 255 (20 was an example and probably too high). You would have to use hmap2 to compile at least the light for your map. If you are going for darkplaces as your target engine, you should probably just use hmap2 for everything.
also, if you do use hmap2, make sure you read the read me and do it in anything other than notepad. Notepad will not retain any of the formatting and it will be akin to trying to read a 3 page long paragraph. Wordpad will work though.Last edited by MadGypsy; 03-31-2013, 05:21 PM.
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I see some good things and I see some "bad", but suck monkeyballs, NOPE!
I only have a slight point of reference for what I see. When I first edited images it was a struggle for me to create anything I liked... ANYTHING! So alot of the times I would just delete what it was I spent a day or two on. SUCKS. I had some time to myself due to a motocross crash/injury and I made myself make a damn desktop wallpaper!
That's it, just finish a wallpaper! It took me a week, but I did it! From that point on I got better and it got easier. BUT, and this is what I see in your video, it took some time for me to develop a sense of "style" and so... earlier things I created which were fine at the time looked silly to me later on. It's called "polish".
Now this is strictly my opinion and since you asked this is it.
You obviously have cool idea's and want to implement them. But getting those idea's into a "cohesive" look and feel is tricky and takes time and practice. Sometimes understated simplicity works wonders and sometimes creative complexity does as well.
Which only means some people have a knack to do MORE with less and some do more with MORE
Both can work but it's the artist's vision and implementation that counts.
Watching the video gives me a sense of someone with some advanced mapping idea's while at the same time feels like a "first" map. Not trying to be hurtful or anything so don't take it that way please.
Overall I'd say hell yeah continue on... and have fun doing it
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I like it. It's different. It probably sucks donkey balls a little bit, but keep at it and it will be awesome. I'll subscribe to your thread.
"You have gained 2 follower(s). You need 8 more to unlock the super uzi"
PS> I agree with hgdagon about the dock. I also realized the demon thing after he said it, but I don't think it's a big deal. It might be a big deal if it was really a demon, but for it to really be a demon you would just be playing Quake. Having some rogue Snogbreaths (or whatever you called it) running around is all part of your game, right?Last edited by MadGypsy; 03-31-2013, 04:50 PM.
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Maybe I'm classic, but what's a fiend doing in a base level? The idea's cool, I like it, the differently-themed episodes, base to midieval to hellish. Add some story to it, some riddles/puzzles, hard-to-get keys/power-ups and it's gonna be cool, imo. The level in the video looks more like a Quake II level, but it's a base level, so I think it's okay. But I still think the fiend doesn't fit there... From the video, I thought the Dock was pointless (unless you attach some story it...) Use some new textures from Simonoc (menu on the right. There's env maps and textures)
I'm making a mission pack myself, so I'll follow this thread. I like it on the whole!
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