DS9 or TNG? I will consider it, but I did NOT like TOS :D
Posts by fw
I was thinking of this actually! I don't really have the means to use anything other than a dead tree, though, I live a pretty lean existence haha.
Preferably stuff from the late 90s to late 00s!
Gonna literally turn off my internet for 7 days for fun, cause I don't think I've gone without internet for more than 2 days for like 15+ years.
Recommend me games, books, television shows or films that I should watch :)
This other website by the same author even more so. The text is hallmark Claude styleguide and the text is raw GPT with zero editing.
rmv.fyi/projects/tax...
I have zero doubt this website is primarily made using AI. The way everything is laid out, the font choices, the colours, it's all stock standard Claude styleguide stuff.
ngl I was kinda planning on doing a recreation of beta Quake (the whole Daikatana RPG style game Romeo wanted to do) for the 30th anniversary, but tbh it's a concept nobody has done for very good reason. Daikatana blows.
The famously wasteful arch from vanilla Quake. This was actually the very first thing I put into the map, directly copy-pasted from a vanilla map (which made for a bug where the map instead leads to e2m4, whoops...) and then slowly simplified as I required more and more brushes for the map, to the point where the cobble at the top, the cobble meeting the arch, and the ceiling of the exit room are all the same mangled brush.
Do you know how wasteful actual doors are? At least three brushes for the two sides and the top, and then another pair for the actual door, and then you've gotta chuck-in a key icon so that folks aren't wandering around rubbing against any door they find. My solution came in these weirdly aesthetic big-ass cog-block doors. Kinda feels like something you'd see in an old SNES game or something. I might start using these kinds of unconventional doors more.
The most indulgency indulgence when trying to squeeze the most out of a low-brush map is brushes that literally add nothing to gameplay. I couldn't delete every single one of my cute beams, though. I started with a much more elaborate bridge, and spammed these beams around early on. Of course I knew I'd have to remove them, but it was nice trying to get the map vaguely playable in that state and then going back and slowly trimming away at the pillars until it was just this pair (and another in the silver key room). Originally this entire upper area was spammed with them, but with generous enough fog, you can get the point across with much less detailed geometry.
Here's some indulgences I tried to make work with so few brushes. Read the alt-text for explainations!
Light Fixtures are another problematic element when making a map with so few brushes. I did splurge and make a few dedicated light fixtures, but most of the lighting is done through sky lighting, glowing acid, and Quake's underappreciated torch models <3
The way that spawning works in Quake is that you need a specific teleporter brush for every monster you want to spawn. There's ways around this, but they have their limitations, like a single brush used as a conveyor-belt to force into a tp. The more economical approach? Old-school monster closets!
Since trigger volumes count as 'brushes' for the limit, I just used a point entity for it and force-renamed it to "trigger_secret". It probably counts as a brush in-game somehow, but the compiler read-out was what I was going with. 96 baybeee
I needed an out-of-bounds spawn box, so I raised the two sloped walls until they reached a tip, and then increased the size of all walls on the map to seal the two outside edges. The Shambler is actually stuck in geometry, lol.
Made a map for this 96 brush limitation jam. There's lots of filthy uses of brushes to get under the brush limit (for reference, the first room of E1M1 has 160 brushes) while still keeping some cute details.
Oh. It's him, E1M1.
Screenshot of a custom Quake level, a somewhat abstract terracotta castle, exterior.
interior of the same castle, showing multiple levels lit by torches and stained glass windows.
Another interior view, walkways at odd angles.
Made a 96-brush speedmap with 30 monsters, to celebrate the rapidly approaching 30th anniversary of Quake's release in '96. Hosted by @sptnk1.bsky.social
In Australia you can't say even the most soft shit about Israel for fear of fines / jail time, but we have done fuck all to stop the rampant anti-aboriginal racism in our culture. It's incredibly horrible online too.
Yes, that too! I think Portal 2 clears the gap with a fantastic coop campaign and the expanded mapping/modding tools, but overall 1 is my prefered game too.
Also I was completely blindsided by how subtle the humor is in comparison to 2. That game feels like it's constantly bombarding you with jokes. It *is* funnier than 1, but some characters like Cave feel like they're laying it on a bit thick.
I don't know if Portal 1 is strictly better than Portal 2, but I do love how many walls are left white, regardless of if they're part of the solution or not. Level design in general in the first game is a lot more freeform. It's a neat contrast after playing Portal 2 for a couple hundred hours.
The Quake 1 axe sound is just the Metal Hit sound from Korg M1, and the signature grenade bounce is in fact the same sound nearly 2 octaves lower.
perfect resource, the exact kind of thing i was lookin for!
Of course a lot of things are able to be figured out quickly, or would be suggested by playtesters, but sometimes there's less obvious pitfalls that seem like no-brainer inclusions that are actually much larger considerations, like allowing for continues in Arcade experiences.
For example:
Shmups - Player Inertia is a no-no. Hitboxes usually smaller than bullet/ship visuals.
Platfomers - Only adjust camera Y position when the player lands / shifts off screen. Coyote time / jump buffers.
General - Reduce colour-only differenciation, include patterns. Control rebinds.
I feel like it'd be fruitful to make a list of common design choices regarding things like cameras, controls, accessibility and so on. It's annoying making a game, trying to figure out what is missing from a system you're building and having to play a bunch of games in the same genre to check.
I find this kind of post infinitely frustrating to read whenever Trump does some shit because it frames any barrier as a blanket excuse for inaction.
At some point, people have to come to terms with the role that their personal apathy and privelige plays alongside these structural issues.
quake brutalist jam iii with a banner beneath. it reads TRY NOT TO CUM You won't last 5 minutes playing this game
It's a decent core gameplay system but due to the fact that it's randomised the game rarely builds on any of its ideas or raises the stakes it difficulty at all. Also the roguelike stuff is super tacked on yes.
Someone's gotta do it. I'm losing hope.
"The player has watched this cutscene of our stupid fucking character ogling this macguffin (a 15+ second animation mind you) like 100+ times over the course of playing our game. Should we perhaps let them skip it? God no, we're Nintendo!"
Nintendo games have such an intense hard-on for making you watch long-winded explainations for toddlers every 2 minutes. I've been playing Mario Odyssey for like 10 minutes and I've skipped like 20+ cutscenes.