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InsideQC Forums • View topic - What are you working on?

What are you working on?

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Re: What are you working on?

Postby goldenboy » Mon Mar 19, 2012 4:24 pm

Spirit; Iron sights? Good idea. :twisted:
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Re: What are you working on?

Postby leileilol » Mon Mar 19, 2012 5:29 pm

Clamping shaders work for me.

by the way
darkplaces iirc only supports up to 2 stages
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Re: What are you working on?

Postby andrewj » Tue Mar 20, 2012 12:52 am

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Re: What are you working on?

Postby mh » Tue Mar 20, 2012 2:00 am

That's most likely inherited from the original Q3A. One problem I can see right now with supporting more than 2 layers is that it can lead to visual differences - as a 2 + 1 multipass blend will clamp the result of the two, whereas 3 layers won't.
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Re: What are you working on?

Postby Shpuld » Tue Mar 20, 2012 9:38 am

I've been doing some mapping for my mod:

Image
(Ignore the precache errors please...)
Image
Image
Image

Note: the map is using basic Quake 1 BSP, unchanged palette. All the textures are made from scratch.
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Re: What are you working on?

Postby Spirit » Tue Mar 20, 2012 10:23 am

Nice but flat flat flat! Add some varying floor levels and it will instantly go to new heights (ha!).

Something Half-Life ish? Sweet!
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Re: What are you working on?

Postby Shpuld » Tue Mar 20, 2012 10:56 am

I did make one map before this (left it untextured) that had 2 levels, the Quake's default AI navigation had some problems with it. I ended up scrapping that. Gameplay > Visuals/aesthetics.
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Re: What are you working on?

Postby goldenboy » Tue Mar 20, 2012 2:49 pm

Can't you simply use ramps and have the floor levels vary just slightly (like in Doom)? Can't imagine the AI has problems with going up a ramp.

Anyway, nice start. The floor tiles are maybe too thick. I look forward to more shots once there are some details. Remember to put a focal point in each main area (crane, bridge, generator, helicopter, etc) so players can easily tell them apart. Basically each area should have something unique to it.

Also perhaps put some dedicated choke points in for gameplay.

Looks good, textures seem to work fine. Remember functional lighting.

http://www.worldofleveldesign.com/categ ... enssen.php

There is a package with free mapmodels here - perhaps useful for decoration if your mod can use mapmodels (misc_model or similar).

http://www.md2.sitters-electronics.nl/
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Re: What are you working on?

Postby Spirit » Tue Mar 20, 2012 3:05 pm

Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
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Re: What are you working on?

Postby mankrip » Tue Mar 20, 2012 4:50 pm

Ph'nglui mglw'nafh mankrip Hell's end wgah'nagl fhtagn.
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/ /
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Re: What are you working on?

Postby Shpuld » Tue Mar 20, 2012 5:08 pm

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Re: What are you working on?

Postby CocoT » Tue Mar 20, 2012 5:15 pm

It looks quite nice, Shpuld. Is this going to be for "regular" Quake1, or PSP?

Frankly, I don't mind the flat look of it as this point of development. I'm all for trying to get a mod out the door relatively early (maybe just a couple of "demo" levels?), and then you can spend some time polishing things up for a later version. I prefer that to spending too much time on it, becoming bored/frustrated and never finishing/releasing it ;)
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Re: What are you working on?

Postby ajay » Tue Mar 20, 2012 8:38 pm

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Re: What are you working on?

Postby goldenboy » Tue Mar 20, 2012 9:10 pm

When =peg= (a veteran player) playtested one of my maps a while back, a reoccurring complaint was "I can't see anything". This in spite of the map not being really dark, or so I thought.

Requiring players to go where the darkness is, instead of where the light is, might seem to make sense conceptually. On the other hand, I'd wager that people's instinct is to go towards the light, which is where the rule of thumb probably comes from.

Try it like you said. Then see what playtesters say. :wink:
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Re: What are you working on?

Postby Shpuld » Wed Mar 21, 2012 6:36 pm

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