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RenegadeC Joined: 15 Oct 2004 Posts: 370 Location: The freezing hell; Canada |

Posted: Thu Mar 20, 2008 6:41 pm Post subject: |

What about a camera you could add, pressing jump sets player to MOVETYPE_NONE as the view shifts above the player looking down so you're able to see above and pressing it again turns it off.

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CocoT Joined: 14 Dec 2004 Posts: 599 Location: Belly-Gum |

Posted: Fri Mar 21, 2008 4:30 am Post subject: |

Yes, that's an option. I'll implement that in the next version, if only to keep some people happy I had kind of forgotten about it and thought I might have desactivated it, but it's actually possible to have a "cam" view in the current version (not a fixed one, though, so the map will rotate around as you move). Just use "impulse 115". Here is a screenshot of what it looks like (and yes, I've added a little "Exit" sign, telling you (from far away) where the blue platform is)
Personally, I'm not a fan, because, as I explained on Func_Msgboard, I like the fact the pure 3D (as opposed to fake 2D) forces people to look at the map in a different way, but, hey...
The biggest problem I see is also that top-down views will prove totally ineffectual on SpaceWalk maps that use more than one layer (as in sw19, shown below with cam on). Granted, at this point, it's only one map out of 20, but I kind of intended to make those the focus of a possible future map pack and, well, it's one SpaceWalk-specific dimension which, I feel, would be pretty sad to loose.
Oh, and (this is unrelated but I feel I should point it out), I realized I forgot to change the green platform a map 20 into a blue platform, which means there is no exit in that map... I hope none of you had yet tried it
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Urre Joined: 05 Nov 2004 Posts: 1073 Location: Sweden |

Posted: Sun Mar 30, 2008 1:35 am Post subject: |

Finally got round to trying this thing out, and I'm impressed. I mean, a qbert-like, but first person. Awesome. This is some of the most creative use I've seen of the Quake engine in a while, this is exactly the kind of stuff we need, and Quake needs. Awesome minimalistic games! This gets a double thumbs up from me. GG CocoT!
Now, ideas for improvement:
Non-Quake based. As it's a minimalistic game, I can't see why you couldn't make it standalone with all new content. You don't even need a real character model, just use a sims-like diamond shape or something, which is green. Imagine how cool it was if people without Quake could play this too, and make their own puzzles for it!
Remove the violence. Don't gib players when they die, there's no need for such a thing in a game like this, and makes it available for a broader audience. A failure sound would be nice.
Click to teleport. It's really annoying to have to teleport automaticly when you step on one of the teleport pads, and then have to wait to get back, or even having to wait when you want back instantly. Make it just not teleport unless you tap the mousebutton.
Remove the pillars. No need to obstruct the players view, make them a lot lower, but still clipped so that you can't walk across diagonally. Also remove the jump from the code entirely.
Capture tracker. Just something that displays how many checkpoints you've crossed, or how many you have left. Perhaps just a Quake-like "You have 5 checkpoints left", "All checkpoints collected, head to goal!"
Make the overhead view thingy only a map, you shouldn't be able to move when viewing the map from above. Half of the fun is in the fps view!
Cool stuff mate
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RenegadeC Joined: 15 Oct 2004 Posts: 370 Location: The freezing hell; Canada |

Posted: Sun Mar 30, 2008 6:36 am Post subject: |

Quote:
Non-Quake based.

RAGE.
10/10, would be trolled again

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Urre Joined: 05 Nov 2004 Posts: 1073 Location: Sweden |

Posted: Sun Mar 30, 2008 7:19 am Post subject: |

I don't know what the hell you're talking about _________________ Look out for Twigboy

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leileilol Joined: 15 Oct 2004 Posts: 1321 |

Posted: Sun Mar 30, 2008 3:50 pm Post subject: |

standaloning mods are for hipsters _________________

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CocoT Joined: 14 Dec 2004 Posts: 599 Location: Belly-Gum |

Posted: Sun Mar 30, 2008 4:35 pm Post subject: |

Hey, Urre and thanks for the interesting feedback! I had thought about making it standalone, but, quite frankly, opted out for lack of time. And it's true I did also like the idea of putting the spotlight on Quake instead of disconnecting the mod from it
Removing the violence/gore is a good idea. It's true it doesn't really fit there.
Click to teleport is a great idea. I hadn't thought of it! I'll try to implement that.
Yeah, those pillars... People over Func didn't like them either and I guess I can't really blame them. The only problem in changing that is the time I'm going to have to spend transforming everything in those 20 maps... I'll look into it and see if there is a good, not too time-consuming way to do it
Capture trackers: yeah, it would totally make sense and it'd be a breeze to add, so I'll do that
Making the overhead view thing only a map: yup, I agree with you! It'd keep me happy as well as the people who want to be able to still access that view.
That was great!
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RenegadeC Joined: 15 Oct 2004 Posts: 370 Location: The freezing hell; Canada |

Posted: Sun Mar 30, 2008 8:33 pm Post subject: |

Maybe instead of an overhead view, how about a NOCLIP view like an Observer? This eliminates multi tiered platform height problem you described earlier.

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CocoT Joined: 14 Dec 2004 Posts: 599 Location: Belly-Gum |

Posted: Mon Mar 31, 2008 1:22 am Post subject: |

Oh yeah, that's a very good idea I'm also thinking about linking that view to some kind of "bonus". In other words, you wouldn't be allowed to access it as many times as you want and possibly only for a limited amount of time. What do you think?
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Urre Joined: 05 Nov 2004 Posts: 1073 Location: Sweden |

Posted: Mon Mar 31, 2008 6:01 am Post subject: |

For that I'd have to disagree, I'd find it only stressful, and probably wouldn't use it very much at all. Like in Q2, you saved all of your quads throughout the entire game, just in case an even more challenging situation comes up, where you might need them, so you ended up spewing them all on the last boss instead.
And I'd say making it standalone puts even more light on Quake, cause people would go "this is based on Quake? Wow, how can I make my own standalone minigame using Quake? What about larger projects? hmm..."
EDIT: I just went off and read the func_ thread about SpaceWalk, and someone spoke about hard to understand visual cues, and I'd have to agree. One idea that'd help with the checkpoints is if you make them simply disappear when you have touched them, so you can't confuse ones you've touched with ones you have not. It'd become a collect all thingies to exit game, which generally just feels better anyway
I also can't stress the importance of removing the tall poles between pads, as it's the main thing that keeps me from even wanting to try some later levels.
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scar3crow Inside3D Staff Joined: 18 Jan 2005 Posts: 837 Location: Las Vegas, NV

Posted: Tue Apr 01, 2008 1:47 pm Post subject: |

Quote:
Like in Q2, you saved all of your quads throughout the entire game, just in case an even more challenging situation comes up, where you might need them, so you ended up spewing them all on the last boss instead.

If I remember correctly, if you already possess a quad in your inventory, the touch function simply returns nothing until there is an absence. You can not amass quads. However, I did the same in that, I picked up a quad, and would never ever use it because I was convinced I was going to waste it - until I found another quad, then I would either hold onto my current one for the remainder of the level to make sure I didn't need the original, and ultimately... yeah, it was a waste. However, a single quad with the hyperblaster can easily lay waste to the Makron. It was ridiculous.

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Urre Joined: 05 Nov 2004 Posts: 1073 Location: Sweden |

Posted: Tue Apr 01, 2008 1:49 pm Post subject: |

Actually, you could gather multiple quads in old versions. A friends brother had 14 quads iirc, when he reached Makron. _________________ Look out for Twigboy

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CocoT Joined: 14 Dec 2004 Posts: 599 Location: Belly-Gum |

Posted: Thu Apr 03, 2008 4:43 am Post subject: |

Mmm… I’ll keep the stand-alone option an… erm option, but I can’t see myself spend much time on it before the Summer break. I’m also a little scared of Leilei in case I forget anything in there that is copyrighted… hehe I’ve been thinking about those “visual clues”. The new exit sign is one of them. I tried having the platforms show numbers for how many times you can step on them but, quite frankly, it tended to look rather goofy (and even more distracting that the pillard (yes, I swear!)). The red platforms (the ones you can step on anymore) do disappear after a couple of seconds.
And yeah, yeah, I’ll work on those poles … maybe I should have some kind of public offer for people to offer their own design and the best one could make it into the game
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