Posts by Sprony
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No news in over 6 months. No communication whatsoever. Deadlines missed, etc. I'm sure the game is alive in some form or another but that's just really bad PR. Totally lost interest now.
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Lots of Green Man Gaming controversy right now. Not the smartest move

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Either a good hoax, well put together fakes or an actual leak. Regardless, it gives this old gamer hope. Very short clips and one screen so far.
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Quote from blackdog
Yeah but still, when you are approaching a 90 degree corner you can see the projected ray at the opposite end… or was that disabled in MP? I really had just two LAN parties where I played HLMP.
No, tactics man. Not directly around it. A tiny bit in so they miss the ray. It's all about positioning. You get creative when on dial up with a crappy connection. Gotta make those frags any which way I could.
PS: Sorry about the edit, pressed the wrong button. Didn't change anything in your post.
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What I remember most is putting laser trip mines around corners, starting a fight, running away, jumping over them and waiting for my pursuer to be blown to pieces. Also, the crossbow was awesome!
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From the masters over at Id Software, more specifically, Paul Jaquays. Old, but the principles haven't changed. Compiled and added to by Method:
QuoteCTF LEVEL DESIGN TIPSThanks a lot to Paul Jaquays for providing his CTF tips. INTROI played several CTF games, such as Kingpin's Bagman, Q2 CTF, Q3 CTF and D3 CTF. While playing and looking through D3 CTF maps by Threewave, I noticed that their maps have several things in common. COMMON THINGS- The maps are symmetrical- Bases have spaces for Flag Carrier to hide- Security Armor is usually placed near the flag room- The donut-shaped areas are common throughout the maps- Machineguns are usually placed near the flag- The color of the flares and CTF decals indicate the bases- Bases have 2-4 entry points Note: Donut-shaped area is a room with a pillar or a column in the middle of it. PAUL JAQUAYS' TIPSo Keep maps symmetrical. Even if you can design an interesting non-symmetrical map, players will always believe that the maps are imbalanced and will favor a side. The big terrain map that Xian did for Q2 CTF is a classic example. No question that it was fun, but I always felt that Blue had a map advantage. o Mark paths in and out of bases. Nothing is more frustrating than being constantly turned around inside a map and becoming disoriented. o Plan out areas for strategic defenses. o Strike a balance between defensibility and indefensibility for bases. A base that has to be assaulted by teamwork to succeed is much better than one that leaks like a sieve ... too easy to get into or out of. o Work in variety of play experience in maps. My CTF maps in Q3A and Q3:TA were the only ones with swimmable water in them. Made them different from everyone elses. o Think in terms of memorable play experiences. o Don’t be afraid to include hiding places. The Q2 CTF maps had great hiding places in them. The Q3A maps did not ... no place to hide. o Keep map size down. Unless BIG is the memorable feature of a map, don’t make the distance between bases overlong. Fast games are more fun than interminably long races between bases. o Be careful about making a map that is too sniper friendly. If a good sniper can dominate a map, no one on the other side will have fun. o The best sniper roosts should also be the most vulnerable positions to maintain. o Keep players supplied with ammo, but hungry for armor and health. o Assault and return routes should intersect frequently.
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Quote from Daniel Nilsson
Quake 1 goodness....
Daniel, have you tried posting it at Func? That's the place for Quake 1 development and feedback. Actually, that place is THE Quake community
Quote from seirAh, Quake 1, memories

Isn't that awesome that there are people that still make levels for Q1? I'm really waiting for TB2 to be released and I want to put my hands on it!

Dude, I'm waiting for the same thing. Do you want to do one together?
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Well I'll be damned:
QuoteJohn Romero:“I’ve always believed that mod makers should be able to make money from their creations. In 1995, while we were making Quake, we had the idea to start a company called id Net. This company would be the portal that players would connect to and play other mod maker’s creations. It was to be a curated site, levels and mods chosen by us at id, and if we put your content on our network we would pay you an amount equal to the traffic that your content drove to the site. The idea was that players would log in and be in a big level that felt like a castle with lots of doorway portals and signage that explained where you were going and what was there.”
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This is so much fun!
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I'm fully aware that I will not make any friends with this but I've got to be honest guys. Asking 20 euros is a bit too steep. Now, don't get me wrong. If you look at the quality and the effort it should be 40 euros and I would gladly hand it over. However, they released it for free first. They pulled the links on their own site, they don't mention the free version on the Steam page (which they did promise) and besides adding multiplayer, the overall changes are minimal. So as a complete package, yes 20 euros is fine. But what they are actually asking now is 20 euros for multiplayer and some other tweaks. Sure, they promise the full game but apparently the last 3 years didn't bring them that much closer. How long will early access take then?
I still feel that this is one of the best mods ever made. The scope of the project, the sheer will and determination and the overall quality is insane. Having said that, I'm not going to pay 20 euros to play multiplayer. In comparison, I've just bought Wolfenstein: The Old Blood for 17 euros and that game is finished. Just saying. However, when they do release the full package I'll gladly hand over my money because they surely deserve it.
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Fuck, it's just mp

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Lol, site went down immediately.