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quake_advent_calendar_2013:7-12 [2013/12/10 19:40]
Spirit 10
quake_advent_calendar_2013:7-12 [2013/12/22 22:03] (current)
Spirit
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-====== Quake Advent Calendar 2013 ======+====== Quake Advent Calendar 2013 - Part 2 ======
  
  
 Welcome to a Quake-themed Advent Calendar. On 24 days 24 people will showcase something about Quake. Something old, something new, something obscure, something you should check out. Monitor the list on the [[https://​www.quaddicted.com/​|frontpage]] to see new posts every day. This is part 2 for the 7th to 12th December. See [[quake_advent_calendar_2013:​1-6]] for the previous posts. Welcome to a Quake-themed Advent Calendar. On 24 days 24 people will showcase something about Quake. Something old, something new, something obscure, something you should check out. Monitor the list on the [[https://​www.quaddicted.com/​|frontpage]] to see new posts every day. This is part 2 for the 7th to 12th December. See [[quake_advent_calendar_2013:​1-6]] for the previous posts.
  
 +===== 12th December - Johnny Law =====
 +{{ :​quake_advent_calendar_2013:​qphone.png?​nolink|}}
 +\\
 +\\
 +I often don't pay enough attention to a game's sound design while playing
 +it. But particular sound effects can really stick with me... showing up as
 +surprise nostalgia years later when I hear an HEV suit charging, the chunk
 +of an 8-ball launcher, or even "wort wort wort".
 +
 +Of course the classic Quake sound effects from McGee/​Romero/​Reznor are high
 +on that list. So for a while now I'd thought it would be nerdycool to set a
 +few Quake sound effects as phone alert sounds. When I actually bit the
 +bullet though, it was a surprising amount of work to find good alert-sound
 +candidates and then extract, rename, noise-reduce,​ format-convert,​ and
 +gain-normalize them.
 +
 +I decided it would be neat, in a small way, if I could make a shortcut for
 +that process -- a utility that you could throw your pak files at, and have
 +processed sounds pop out the other end. Having a Quake Advent Calendar slot
 +to fill seemed like a good excuse to get off my butt and do it, so:
 +
 +
 +**Downloads:​** [[
 +https://​github.com/​neogeographica/​quakesounds/​releases|From GitHub]]
 +
 +Docs:
 +    * [[
 +https://​github.com/​neogeographica/​quakesounds/​blob/​master/​README.md|The README]]
 +    * [[
 +https://​github.com/​neogeographica/​quakesounds/​blob/​master/​LAUNCHING.md|More details about launching the application]]
 +    * [[
 +https://​github.com/​neogeographica/​quakesounds/​blob/​master/​CONFIGURING.md|More details about customizing/​configuring things]]
 +
 +
 +===== 11th December - Tronyn =====
 +==== No Vertigo ====
 +{{ :​quake_advent_calendar_2013:​tronyn_nyarlathotep.jpg?​direct&​500|}}
 +As one of the last truly "​arcade"​-style FPS games, before that style of game was self-consciously and somewhat ironically resurrected a decade later by games like Serious Sam and Painkiller, Quake has some relatively unique features. For example, no matter how far you fall, you can only ever lose 5% health. Vertically, there'​s nothing to be scared of - and this total lack of realism has always opened up creative possibilities. In the comments after the article [[http://​www.rockpapershotgun.com/​2011/​03/​06/​gaming-made-me-quake/​|Gaming Made Me Quake]], one "​BobsLawnService"​ wrote: "The one thing that always blew me away about Quake was the architecture. Looking back I think it is because the level designers thought 'Hey, we can do full 3D now so we’ll overdo it.' A lot of modern level design seems flat and uninspired in comparison."​ This reminded me of how much Quake exploited 3d in its level design from the very start. The classic example is "​Ziggurat Vertigo,"​ probably the single weirdest and most impressive original Quake map. In fact, my dream map is probably if a modern mapper made a gargantuan level inspired by Ziggurat Vertigo. Years later, some mappers came up with the idea for a "​Vertical Map Pack" in which they would only be allowed to build up. Later still, others followed up on this theme with great results such as negke'​s [[/​reviews/​768_negke.html|Skinny Norris]] and necros'​ [[/​reviews/​ne_tower.html|Moldy Tower]]. I should also mention the id map "The Wind Tunnels,"​ and some of the great maps it has inspired including at least one remake, Backspace'​s [[/​reviews/​tfl2.html|The Fierce Livid]], Digs' [[/​reviews/​digs03.html|Digs03]],​ metlslime'​s maps [[/​reviews/​chaos.html|Crawling Chaos]] and [[/​reviews/​ant.html|Antediluvian]],​ most recently sock's [[/​reviews/​backstein1e.html|Backsteingotik]]. Vertical design is one of the strengths of Quake'​s level design legacy, something that more "​realistic"​ or "​place-based"​ games have really neglected in their level design. ​
 +
 +Today I'm releasing my own vertical-style Quake map, [[/​reviews/​nyarlathotep.html|Nyarlathotep]].
 +-----
 ===== 10th December - Neozeed & [HCI]Mara'​akate ===== ===== 10th December - Neozeed & [HCI]Mara'​akate =====
 {{:​quake_advent_calendar_2013:​qdos_quake01.png?​nolink |}} {{:​quake_advent_calendar_2013:​qdos_quake01.png?​nolink |}}
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 [[http://​dk.toastednet.org/​QDOS|Experience Quake like it's 1996 on original hardware!]] [[http://​dk.toastednet.org/​QDOS|Experience Quake like it's 1996 on original hardware!]]
 +-----
 ===== 9th December - ijed ===== ===== 9th December - ijed =====
 Tech Evans stood, stretched, then sat back down in the creaking office Tech Evans stood, stretched, then sat back down in the creaking office
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 Please be nice and respectful. Happy fragging! Please be nice and respectful. Happy fragging!
 +-----
 +  * [[quake_advent_calendar_2013:​1-6#​st_december_-_spirit|1st til 6th December]]
 +  * [[quake_advent_calendar_2013:​7-12#​th_december_-_emergency_spirit|7th til 12th December]] <- You are here
 +  * [[quake_advent_calendar_2013:​13-18#​th_december_-_cocot|13th til 18th December]]
 +  * [[quake_advent_calendar_2013:​19-24#​th_december_-_sock|19th til 24th December]]