May I ask, what is this "steam" effect you are talking about? And what is smc?
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Is my Quake MOD any good or does it suck monkeyballs?
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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.
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.
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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.
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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?
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Originally posted by golden_boy View PostThat looks very authentic, like the 90s shovelware CDs.
The front cover needs to look a bit cheaper, perhaps with skulls or whatever on it.
Though I updated it with this one which I think looks slightly better.
Also, the back cover's spelling errors have been fixed.
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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'?
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It looks pretty fun, I'll give you that. But it's not looking amazing.
I'll have to play it to get a good idea of it of course.
I won't say I'm not tempted to do a full new boxshot for it to be as vibing as possible once my system is sorted, since I did a fresh install yesterday.
Good luck and I look forward to a releasetwitch
wew lad
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Originally posted by golden_boy View PostThe level design looks like 90s shovelware, if that's what you're going for. They had no replacement textures in the 90s though.
You should either go for "fake shovelware look" or for "polished hi res look"; they don't mix so well.
Originally posted by OMacKnight View PostIt looks pretty fun, I'll give you that. But it's not looking amazing.
I'll have to play it to get a good idea of it of course.
I won't say I'm not tempted to do a full new boxshot for it to be as vibing as possible once my system is sorted, since I did a fresh install yesterday.
Good luck and I look forward to a release
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hear is a prefab for a base door that splits open
Index of ./Quake 1 and 2 Prefabs/Quake/map/gamers/
if you wanted them to work that way
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