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  3. Sprony

Posts by Sprony

  • The Mapcore Mod Team

    • Sprony
    • November 11, 2014 at 8:57 PM
    Quote from SuperDuperYeah

    Hey ! I like that idea . Do you have an example of how the robot would be integrated into the puzzle solving bit (just asking because it can be a bit tricky to get right since it's going to be A.I. driven).


    So would "typical sci fi flick" mean... Dead Space type environment and could it be interesting to go for something a little more stylized (high detail stylized, Borderlands-ish) ?


    Think Killzone: Shadowfall drone sequences. You can give it simple orders to hack. Something in that direction.


    Yes, Dead Space with twist is what I had in mind. Especially a big contrast between the dark and the light.


    Quote from D3ads

    Will there be a rogue AI on board that tries to kill you?


    This ain't System Shock

  • Overwatch

    • Sprony
    • November 11, 2014 at 4:44 PM
    Quote from dux

    What's wrong with Warcraft, Diablo and Starcraft? Great games. Even Hearthstone is good fun. We don't talk about Diablo 3, though.

    Reaper of Souls saved Diablo 3. Horrible story aside it's an amazing game overall now.

  • Eternity Changes by Daniel "Nisse" Nilsson

    • Sprony
    • November 11, 2014 at 10:15 AM
    Quote from Daniel Nilsson

    I may rent a server this week after fixing the lighting some more and look if people come in to play and if I will recieve feedback on doing so. If someone done it before I would love to here if there's things I should look up. I was looking at this https://www.gameservers.com/game_servers/quake-3-server.php 


    Not necessary, I've already rented a server, details will be shared soon.

  • Overwatch

    • Sprony
    • November 10, 2014 at 8:00 PM
    Quote from Pericolos0

    So happy to finally get this out there . The response at blizzcon and online has been incredible. I'm up in the clouds right now haha.

    For you guys wondering which mapcore people are working on this, we're actually a pretty small environment team of 5, 3 of which are mapcore members (Philipk, HP, and me).

    There's a bunch of environment screenshots released in the presskit. I found this website which collected them:

    http://www.gameplanet.com.au/pc/galleries/g…ts-screenshots/

    Hope you guys like it!!

    Quote from Seldoon182

    The work is awesome! Dope High quality stuff! Gratz for that. But I'm not attracted with the AD. I saw lots of complains on the animations.

    I know that I was blonde back when I had hair. I just didn't know I was THAT blonde because after all these years here I finally realized that these guys aren't the same person.

    [Blocked Image: http://www.reactiongifs.com/wp-content/upl…013/10/woah.gif]

    Also, just because I'm not convinced that doesn't mean that I think the game sucks. It's fucking obvious you guys worked very hard on this so props for that. I hope the game will do well and maybe HP can hook me up with a friends and family invite to make me a believer

  • Mapcore plays Quake Live

    • Sprony
    • November 10, 2014 at 6:29 PM

    I'm ready to be humiliated this Wednesday and Thursday!

  • Mapcore Meetup 2015

    • Sprony
    • November 10, 2014 at 6:18 PM
    Quote from dux

    Too far.


    Dude, the end of your own street is too far for you, you reclusive cunt!

  • "Carnage grounds" by Roman "Z(Rus)" Saraev

    • Sprony
    • November 10, 2014 at 4:02 PM
    Quote from Z(Rus)

    [Blocked Image: http://f5.s.qip.ru/~13jhip3b6.png] [Blocked Image: http://f5.s.qip.ru/~13jhip3b7.png]


    How are things progressing?

  • [unnamed] by WhiteDevil

    • Sprony
    • November 10, 2014 at 4:01 PM
    Quote from WhiteDevil

    Signing up for the contest!


    Been sinking my teeth into the radiant editor and finally getting used to how to get something done with it. Not easy after being used to the 4 viewports of Hammer for so many years...

    Haven't decided yet on the layout or the theme. More of that in the future.


    Here's just some doodles.


    [Blocked Image: https://dl.dropboxusercontent.com/u/44433595/q3/map1.jpg]

    Display More


    How are things progressing?

  • "Skybridge" by Andrew Seyko (Shattered Fortress)

    • Sprony
    • November 10, 2014 at 4:01 PM
    Quote from Shattered Fortress

    Count me in. I cannot believe Quake 3 is 15 years old. I used to play Quake 3 in High School all the time. That said, I have not played it in years. The weeks since being announced, I have mostly spent re-acquainting myself with Quake 3, studying the included maps and what elements work well. The last week I have been drawing up some sketches and white boarding some ideas on a high level, also spending time learning Radiant. WHITE BOARD IMAGE [Blocked Image: http://i.imgur.com/z3bGzVy.jpg] I have set some High Level goals in mind for Skybridge. Circular Layout. The map should flow well and avoid dead ends.Loose triangle of 3 unique areasOne strong Central ElementPlayer OrientationWeapon/Pickup and Map Control I am currently still working on the first iteration, and will post the map file later in the week. Here are some WIP screens. Updates will likely be on weekends, as that is when I will have to most time available. [Blocked Image: http://i.imgur.com/op0aowF.jpg] [Blocked Image: http://i.imgur.com/q9zArZj.jpg] [Blocked Image: http://i.imgur.com/ovNbSPe.jpg] [Blocked Image: http://i.imgur.com/LEsDszI.jpg] A central Control Tower/Center in the middle is the likely central element. The 3 major elements are going to be a Transit Hub, Dock area, and Processing Terminal.


    How are things progressing?

  • QuasarStack

    • Sprony
    • November 10, 2014 at 4:00 PM
    Quote from Zesago

    Is this a requirement?


    Took forever for AAS to run. Added a BFG to the top for the folks to fight over and a quad damage on the bottom floor. With 7 bots, it's OK... but it needs more flash.


    How are things progressing?

  • tsh3dm1 by Yanick "tehSandwich" Létourneau

    • Sprony
    • November 10, 2014 at 4:00 PM
    Quote from tehSandwich

    I've just started to sketch out the layout.


    [Blocked Image: http://i.imgur.com/s0CYqAEl.png]


    How are things progressing?

  • jas3dm5 by Takkie

    • Sprony
    • November 10, 2014 at 3:58 PM
    Quote from Takkie

    Keywords: vertical, minimal

    3 main battle areas

    no models

    Simple, functional architecture

    Low on details

    High on connectivity

    Textured in stillness

    Psychedelica for the dead

    q3map2 fadeness

    Working title: calkx

    (caulk texture and aphex twin)

    Display More


    How are things progressing?

  • rota3dm5 by Jan "ROTA" Žáček

    • Sprony
    • November 10, 2014 at 3:58 PM
    Quote from rota

    First of all I would like to congratulate on the anniversary. 15 years is really long time. And it looks like during this time quake has became something special for all of us. At least for me definitely yes. Therefore I am happy for joining this "festive event" .

    And now something about my map:

    For now, I have no specific idea about how the map will look like. I will try to create something functional, original and beautiful . Bad thing is, that there is possibility that I will go to business trip. And in that case can be deadline problem for me :/.


    How are things progressing?

  • xen3dm1 by Xenozoid

    • Sprony
    • November 10, 2014 at 3:58 PM
    Quote from xenozoid

    Concrete box with few levels for now


    How are things progressing?

  • MapCore's Quake 3 15th Anniversary Contest Discussion

    • Sprony
    • November 10, 2014 at 3:54 PM

    [Blocked Image: http://i.imgur.com/nFSebim.gif?1]

  • MapCore's Quake 3 15th Anniversary Contest Discussion

    • Sprony
    • November 9, 2014 at 10:29 PM
    Quote from Castle

    Do you guys think its too late for me to get in on this? I have a bit more free time and looking to get some more variety to my YouTube Channel.


    It's never to late Castle. I would love to see you enter. Perhaps you can convince Charon to help out

  • The Mapcore Mod Team

    • Sprony
    • November 9, 2014 at 10:27 PM

    Only the DoubleF responded to the last shared doc. I had combined everyone's pitch into this:


    Sprony’s Pitch (a combination of everyone’s suggestions):


    You are a young engineer, travelling space towards your new job in helping set up a colony on a distant planet. You awake from hypersleep but you discover that ships systems are offline. Only parts of the ships run on backup power. The entire ships seems to be consumed by darkness. You are starting to get a bad feeling about this.


    You set out to find your locker so you can gear up. You’ll also need to find and activate your personal still unnamed robot assistant. After managing both it’s up to you to find out what happened, restore the ship and fight the darkness.


    Translated to gameplay this intro is meant to mimic that of Half Life. It’s non violent, first person and let’s you get accustomed to the world, movement, interacting and so on. Activating your robot is an important moment because he makes sure you are not alone and brings much needed comic relief. The real adventure starts here.


    The overall story is that an unknown organism, a black tar like substance, has taken over the ship, disabled it and consumed it in darkness. It’s up to player to defeat this darkness, rescue the remaining crew and continue the journey.


    Gameplay is based on 3 key elements:


    Exploration: Exploring the ship, reading PDA’s and in general finding out what happened. But also, find new gear, improve your current tool set so that you have more possibilities into solving puzzles.


    Puzzles: You need to restore a lot of systems to get the ship working again. To do this, the player needs to solve a wide variety of puzzles using his tools and his robot combined with agility for several platform segments.


    Combat: There will be no guns or extensive combat mechanics. The darkness however is an enemy you must battle. This uses the same principles as Alan Wake except you are not using guns but are constantly upgrading your flashlight instead to fight off the darkness. For instance, the darkness could have infected other crew members and have them turn on you or it could take control of large machinery and throw it at you, etc.


    The endgame would be to beat the darkness, restoring the last thing so that the ship is fully operational again, wake up your surviving crew members and continue your journey. We can find excuses why it’s impossible to wake everyone else up sooner and make up a reason why you alone did wake up (like, the darkness knocked something over, crashing your pod and starting the emergency sequence. Or, similar to Pandorum, have it so that it’s your crew rotation to wake up along side with your robot or have the robot wake you up, etc).


    Visuals:


    The environment is that of your typical sci fi horror flick. It oozes with dread and it must create suspense for the player when he ventures into the unknow. This suspense is the perfect excuse for your robot to take swings at all known horror cliches. Just like it was done in the Scream movies. It made fun of the genre but was in essence still a slasher flick. The big difference being that our robot has some serious issues which will hopefully cause a lot of comic relief.


    Every time you clear an area from the darkness the environment changes accordingly. It goes from dark to light. Again stressing out the difference between the two. The whole game keeps playing with these two opposites. Now the environment should give you a warm and safe feeling.


    Audience:


    This should have indy written all over it. It should be a small adventure that doesn’t take too long. The best example for this Brothers: A Tale of Two Sons. Perfect in length, beautiful story and great gameplay. Our target audience should be people who in general prefer indy titles, adventure and platform players.

  • StarCraft II Legacy of the Void

    • Sprony
    • November 9, 2014 at 10:26 PM

    I worship Starcraft 2. One of the best RTS ever!

    You got do a breakdown with me Minos once the game is out! You just gotta!

  • Mapcore Meetup 2015

    • Sprony
    • November 9, 2014 at 7:40 PM

    Not all at once guys

  • Alien: Isolation

    • Sprony
    • November 9, 2014 at 8:07 AM
    Quote from dux

    Do any of you remember the doom 3 "enhanced graphics" mods back in the day? MORE BUMP MAPS MORE NOISE MORE SPECULAR MORE ABSURD HIGH RES THAT DOESN'T IMPROVE ANYTHING!


    You mean Sikkmod?

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