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100 Quake1 mods in 10 minutes? Goto page Previous 1, 2, 3, 4 Next

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

Posted: Mon Oct 20, 2008 8:54 pm Post subject: |

Spirit: Hehe, thanks ... and thanks also for the link, I was wondering which program would be best to use. _________________ http://www.planetcocot.net/

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leileilol Joined: 15 Oct 2004 Posts: 1321 |

Posted: Mon Oct 20, 2008 9:15 pm Post subject: |

Wazat wrote:
Although, they've moved on to Quake3 I think.

Nope!

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

Posted: Mon Oct 20, 2008 9:24 pm Post subject: |

Couple more I've been thinking about (again, we can revise the whole list once we get a decent amount) Coldheat Aliens Quake Stealth Quake SmashQuake
Storm the Castle
The Hunted
Alteria
Horde
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http://www.planetcocot.net/

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FrikaC Site Admin Joined: 08 Oct 2004 Posts: 947 |

Posted: Mon Oct 20, 2008 9:53 pm Post subject: |

My two bits: Hurried Descent Duel of the Fates Fist Fight

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GiffE Joined: 08 Oct 2006 Posts: 141 Location: USA, CT |

Posted: Tue Oct 21, 2008 12:21 am Post subject: |

This is a great idea! Kinda like "10 Years in 10 Minutes" _________________ http://www.giffe-bin.net/

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

Posted: Tue Oct 21, 2008 6:40 am Post subject: |

Heheh! Wazat: Nexuiz has always been DarkPlaces powered! They did indeed consider Quake3 a couple of times, but that only made LH more determined to code whatever features they believed they could get from switching engines. IIRC. CocoT: A quick glance through the list revealed that you had listed Tanx and Nehahra twice!
A note about the videos: record a demo people! Don't capture from direct gameplay, or it'll be choppy. Also, like Spirit said, video editing isn't mysterious at all, so make sure to capture a good bit of video, which you then select a 6 second snippet out of using your favorite video editing tool. Also no cuts in a clip, as a cut is to be used to indicate a new mod.
I vote for the higher res videos. Youtube will have more to work with, and we could also make a "HD" clip if it's larger.
And yes, disable effects like realtime shadows (realtime dynamic lights are still fine, just shadowless, the coronas you get when disabling dynamic lights look awful anyway) and bloom, perhaps even use the quake particles setting, and skip the crosshair when capturing the video from the demo. HUD, I guess depends on the mod, so that doesn't matter, keep as you like.
Also:

Watch Grass Grow aka Grass (it'll be hilarous)
Paroxysm
Frikbots (if it says bots, people will understand what they're seeing being fought are bots, and thus be amazed by their awesome skilz)
dpmod (show a horde of enemies running towards the player in dpdm2)
Bigmap
Krimzons race game
Spike's GTA clone (called something like "A Good Night Out", haven't seen this one myself, only seen a screenshot)

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Last edited by Urre on Tue Oct 21, 2008 8:06 am; edited 1 time in total

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Spirit Joined: 20 Nov 2004 Posts: 476 |

Posted: Tue Oct 21, 2008 8:05 am Post subject: |

Twisted Christmas Qonquer The Sword of Ares The Demon King Quakematt's enforcer RTS thing (quakedev is down...)
Since stuff like Nehahra and Zerstörer is on the list, here are some more "mapping" mods that include nice examples of "modding":
Quoth
Abyss of Pandemonium
Castle of Koohoo (the green Chthon bossfight)
The Marcher Fortress (fight against those huge walker beasts near the end)
Colony (gmsp1, the mechs)
Travail (some boss fight)
Soul of Evil (wizards)
_________________
Quake Maps
Last edited by Spirit on Tue Oct 21, 2008 8:11 am; edited 1 time in total

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

Posted: Tue Oct 21, 2008 8:07 am Post subject: |

Spirit: Tru dat! Although the marcher fortress would be worth showing for the fortress alone. _________________ Look out for Twigboy

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Baker Joined: 14 Mar 2006 Posts: 1538 |

Posted: Tue Oct 21, 2008 1:39 pm Post subject: |

Why is a mod being defined as QuakeC? Tenebrae, Telejano, NPRQuake, VengeanceR2, Tremor and PanQuake are certainly mods. Rygel's Texture pack and other texture packs like the Quake Retexturing Project and Starbuck's debaser texture set are also "mods".

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

Posted: Tue Oct 21, 2008 4:16 pm Post subject: |

Urre: Thanks for pointing it out! It's fixed now I had thought about Frikbot, but wasn't really sure since it's visually not as "different" as some of the other mods out there. That said, paying tribute to Frik in the video is the least we can do!
Spirit: I'm definitely for the inclusion of the most well-known map packs out there! Quoth and Soul of Evil are nice additions
Baker: I had thought about such "mods", but then the problem is that it will be a little harder to include in such video, in part because some of these engines make it very hard to record videos... I mean, we could try... And, I don't know, I'm just a little afraid that by extending the definition of "mod" too much, we might lose the spirit of the video a little. It's not that I don't think these different types of "mods" have not radically changed Quake, it's just that they're just a little harder to fit there. What do you guys think?
No to split things up (I really like the inclusion of those map packs, as I noted above), but a 100-Quake1 maps video could also be really cool ... but I'll leave the conversation about that to our friends at Func
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Spike Joined: 05 Nov 2004 Posts: 944 Location: UK |

Posted: Tue Oct 21, 2008 7:02 pm Post subject: |

Engines count as mods too! You could show an engine mod and an engine mod at the same time. Although mostly you'd only really be able to demo particle effects. :/ If they're cut cunningly you could show some funky explosions in an engine mod after having the camera follow a shot from the triple fish launcher from KQP for example.
Oh, and don't forget the commercial derivatives, quake2, halflife, hexen2 (but not mods of these 'mods', as that's just too far away from quake itself).
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Urre Joined: 05 Nov 2004 Posts: 1073 Location: Sweden |

Posted: Tue Oct 21, 2008 7:22 pm Post subject: |

This is getting out of hand, a bit, I think. _________________ Look out for Twigboy

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

Posted: Tue Oct 21, 2008 7:50 pm Post subject: |

Hehe... tell me about it Now, if people want to add engine-based videos, that's fine with me, really. Personally, that's not exactly how I had pictured it (again, everyone here who knows me also knows that I in no way mean this in a way of denigrating the efforts of engine-coders), but then, this is a community thing, so if other people want that, again, why not.
I should point out that I'm in no position where I can spend too much time on this personally, anyway. I'll definitely post videos of my own stuff and a couple more (depending on how flexible I am next weekend), but that'll be about it
When it comes to derivatives, this could be a whole other video all by itself. I personally think including these would look a little goofy (people would start thinking we were trying to "fill"), no disrespect (as Jon Stewart would say in his Brooklyn accent) ...
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Spirit Joined: 20 Nov 2004 Posts: 476 |

Posted: Tue Oct 21, 2008 9:23 pm Post subject: |

This should be mods; "mods" what were called partial or total conversions back in the days. That means (I think) QuakeC modifications with anything else they might bring. But the focus being on "modificated Quake" in a way that no map, no engine, no simple replacement can do. Right?
Half of the "maps" I listed are in my eyes have enough "mod" in them to at least be fillers to reach the 100. And I specifically mentioned the parts where the mod, not the map, can be shown. But I surely would not have mentioned them, if the list was almost full already.
However, at least Quoth and Abyss of Pandemonium look mod-enough to make the list anyways to me.
If this works out well, I will organise a 100 maps video for sure.
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Quake Maps

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MauveBib Joined: 04 Nov 2004 Posts: 602 |

Posted: Wed Oct 22, 2008 3:17 am Post subject: |

Cough, cough, sagdoll, cough, cough. _________________ Apathy Now!

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