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InsideQC Forums • View topic - Spacewalk has been released

Spacewalk has been released

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Postby RenegadeC » Thu Mar 20, 2008 6:41 pm

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Postby CocoT » Fri Mar 21, 2008 4:30 am

Yes, that's an option. I'll implement that in the next version, if only to keep some people happy :P
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)

Image

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.

Image

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 :P
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Postby Urre » Sun Mar 30, 2008 1:35 am

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Postby RenegadeC » Sun Mar 30, 2008 6:36 am

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Postby Urre » Sun Mar 30, 2008 7:19 am

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Postby leileilol » Sun Mar 30, 2008 3:50 pm

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Postby CocoT » Sun Mar 30, 2008 4:35 pm

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Postby RenegadeC » Sun Mar 30, 2008 8:33 pm

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Postby CocoT » Mon Mar 31, 2008 1:22 am

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Postby Urre » Mon Mar 31, 2008 6:01 am

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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Postby scar3crow » Tue Apr 01, 2008 1:47 pm

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Postby Urre » Tue Apr 01, 2008 1:49 pm

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Postby CocoT » Thu Apr 03, 2008 4:43 am

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 :P … 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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