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  • #16
    So... It is the sixth, and nothing.
    SpeakNow.QuakeOne.Com
    [email protected]
    AIM - EMHof1

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    • #17
      Had to look back, he says "more thursday" not "release thursday" : ) Check frontpage for the youtube vid
      Gnounc's Project Graveyard Gnounc's git repo

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      • #18
        I wasnt really sure what I was looking at the first time I watched that vid.
        I like it, looks a bit like nexuis (is that the nexuiz symbol on the wall?)

        Cant wait till its released as a playable so I can see firsthand what kinda work went into
        it.

        I really started to lose sight of the fact that it was quake, so good job!
        The button size and textures were a dead givaway haha but in between those
        I almost couldnt tell that was e1m1 remix, Pretty impressive.
        Gnounc's Project Graveyard Gnounc's git repo

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        • #19
          Not trying to be rude, but I really don't like it. It's all cartoony and bright like Quake 2 or 3. Not my cup of teeth, I like my Quake dark, grim and intense.

          I have played the E1M1 Quoth remake level (assuming it's the same level) and didn't know about the secret below the double-shotgun, neato.

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          • #20
            Originally posted by Samus_Aran View Post
            ...Not my cup of teeth...

            Hmm... tea?

            Check out my blog! And my site too!

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            • #21
              Originally posted by gnounc View Post
              I wasnt really sure what I was looking at the first time I watched that vid.
              I like it, looks a bit like nexuis (is that the nexuiz symbol on the wall?)
              Those are Nexuiz textures. I needed to test something out and do it quickly

              Originally posted by Samus_Aran View Post
              Not trying to be rude, but I really don't like it. It's all cartoony and bright like Quake 2 or 3.
              How's that being rude? If you don't like it, you don't like it. All feedback is good and welcomed.

              I like it. Only thing that matters to me.

              The reason why this mattered: I enjoyed playing it. I care about gameplay. And the models/skins are good. The sounds are fine.

              When completed, unlike a Quake mod, since this does not require Quake and is all open source, it can have unlimited distribution.

              So things like QuakeC, Quake mapping, engine modification can have unlimited audience potential.
              Last edited by Baker; 11-07-2009, 11:31 AM.
              Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

              So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

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              • #22
                I liked it. When will it be released?

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                • #23
                  Originally posted by godsend1 View Post
                  I liked it. When will it be released?
                  I'm trying to decide if I do it incrementally and kick out stuff this week, or do it all it once and that could take a month.

                  Initially, I was thinking incrementally for sure.

                  But I've done some more playing around and now I'm tempted to wait a month and pack surprises into it.

                  I'll make up my mind which path to take this week.
                  Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

                  So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

                  Comment


                  • #24
                    I liked it overall, I'm not really feeling the zoom/not deemed necessary. Zoom is usually a viable option when you have a long range weapon, but seeing as how the rocket launcher is slow to reach the target and inaccurate from long distances, zoom isn't necessary (Quake doesn't feature a railgun).

                    By the way, I was really hoping you would use those double pistols, you never shot them once! Is that a new gun? Or simply a new model for an old gun?

                    The map textures are a huge improvement over anything Quake has right now, still not feeling the type of models at all, comparing the model textures to the map is a huge difference, models still need a lot of work but there is only so much you can do with a Quake engine I suppose (I wouldn't know since I don't code).

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                    • #25
                      Originally posted by Rampage View Post
                      I liked it overall, I'm not really feeling the zoom/not deemed necessary.
                      I pressed my zoom button mostly to see if I could get a decent close-up of the enemies. And one time I pressed it on accident.

                      By the way, I was really hoping you would use those double pistols, you never shot them once! Is that a new gun? Or simply a new model for an old gun?
                      More or less the nail gun equivalent. That could change, but probably won't.

                      The map textures are a huge improvement over anything Quake has right now, still not feeling the type of models at all, comparing the model textures to the map is a huge difference, models still need a lot of work but there is only so much you can do with a Quake engine I suppose (I wouldn't know since I don't code).
                      The models are inconsistent and could use improvement. I'm thinking long-term perfect is going to be the goal instead of day 1 perfect.

                      The most important idea behind this mod is the unlimited distribution potential due to the all open source content angle.

                      Maybe if this concept is successful, the concept would spread.

                      For instance, there are a tons of Quake mappers. Many of them making very non-Quake maps. Well, why are you making a map for the infinitely small audience of Quake? The pure Quake audience is so small, effectively making a work virtually no one will play.

                      The answer is that the platform is good, but pure Quake itself must be owned and arguable lacks imagination and flexibility.

                      But many people mapping for Quake aren't using Quake for "Quake" but rather because it is there and making base maps and such that aren't very Quakey. And stock Quake has been so overdone to the point there isn't really a need for more single player maps unless someone is making a work like Warpspasm or something else mindblowing.

                      My hope is that I won't be the first to make something with unlimited audience potential, but someone has to lead the way. Perhaps people far more talented than myself will, once this idea is demonstrated to be a winner, think "Gee ... doing a total conversion is a valid way to unlock the audience" and then you have a "Download.com" download with 7,600 downloads (or far more if a mega-hit) instead of some Quake map that gets played by 31 people.
                      Last edited by Baker; 11-09-2009, 01:29 PM.
                      Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

                      So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

                      Comment


                      • #26
                        Originally posted by Baker View Post
                        My hope is that I won't be the first to make something with unlimited audience potential, but someone has to lead the way. Perhaps people far more talented than myself will, once this idea is demonstrated to be a winner, think "Gee ... doing a total conversion is a valid way to unlock the audience" and then you have a "Download.com" download with 7,600 downloads (or far more if a mega-hit) instead of some Quake map that gets played by 31 people.
                        I absolutely love the idea of making entirely free engines. I tried out OpenQuartz the moment it came out, and a few times after, though was disappointed by how completely un-Quake it felt. If you're going for a non-Quake-feeling thing, it's much easier to find appropriate free textures/models/weapons/etc. out there.

                        As for the popularity thing, it would definitely be nice if the content were also free. I wish Id Software would release their textures, models, sounds, etc. as GPL as well. Then people could distributed all-in-one packages of their mod/level/TC/etc. to the non-Quake-obsessed general public.

                        But from my perspective, if I have 31 Quake addicts play my Quake-centric level, that means more to me than a thousand non-Quake addicts playing it, as they understand the greatness which is Quake. :-P

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                        • #27
                          Originally posted by Samus_Aran View Post
                          I absolutely love the idea of making entirely free engines. I tried out OpenQuartz the moment it came out, and a few times after, though was disappointed by how completely un-Quake it felt. If you're going for a non-Quake-feeling thing, it's much easier to find appropriate free textures/models/weapons/etc. out there.
                          OpenQuartz was the start of an idea. The execution was terrible, the intent was good. And not in vain.

                          As for the popularity thing, it would definitely be nice if the content were also free. I wish Id Software would release their textures, models, sounds, etc. as GPL as well. Then people could distributed all-in-one packages of their mod/level/TC/etc. to the non-Quake-obsessed general public.
                          Well, that would never happen. First, the sounds weren't theirs (Quake's sounds are awesome) they licensed them so that's impossible.

                          Plus, id Software's intent wasn't to make "Quake free" but to release the engine and game source for the common good for creativity. Case in point, they shut down an open source engine port for the iPhone that used the shareware data files in violation of the shareware license agreement.

                          Creativity is living in the future, not the past, and the moddability was the cool thing about Quake that no other game has.

                          But from my perspective, if I have 31 Quake addicts play my Quake-centric level, that means more to me than a thousand non-Quake addicts playing it, as they understand the greatness which is Quake. :-P
                          Quake is special. Who is to say it isn't the seed to something else special someday? Half-Life was based on Quake. Many worthy games used the Quake 2 and 3 engine.

                          Quake Terminus was a site dedicated to Quake as funeral of the past and it's glory.

                          QuakeOne is a site dedicated to Quake as a celebration of the forgotten future which never happened. Many thought the Quake concept of high modability was the wave of the future. It never happened. And we live in the age of the FPS on rails with near zero modding potential and all style and no substance
                          Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

                          So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

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                          • #28
                            _anonymous_0

                            enjoy.

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