High and Dry - Final

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
primaltheory
Posts: 623
Joined: Wed Dec 28, 2005 4:31 am

Post by primaltheory »

I didn't really think of it untill he mentioned it...but yea he's got a point
Why not?

[i]Jenny: lol, i'm not changing the whole harddrive directory structure for a mod. Do it proper like other mods please.[/i]
pjw
Posts: 860
Joined: Sun May 07, 2000 7:00 am

Post by pjw »

The point to the falling death being pretty sudden in most places (except for perhaps under the RG) is that I personally find it annoying to fall off into the void and think, "Oh well, I screwed up." and then have to wait X number of seconds to actually hit the trigger and die and be able to respawn and jump back into the mix. It seemed sensible to cut that "dead time" somewhat short and allow the action to continue more quickly...and yeah, it's a judgement call. :)

I couldn't stand to cut it short under RG only because the area is kind of vertigo-inducing anyway, and it felt to me like the long-ish fall was more appropriate there...

/me rationalizes...
primaltheory
Posts: 623
Joined: Wed Dec 28, 2005 4:31 am

Post by primaltheory »

just make it a tiny bit longer, long enough for them to say "Shi" then they die :-D
Why not?

[i]Jenny: lol, i'm not changing the whole harddrive directory structure for a mod. Do it proper like other mods please.[/i]
User avatar
hemostick
Posts: 203
Joined: Wed Feb 14, 2001 8:00 am

Post by hemostick »

jester! wrote:It should also be noted that with Q4max bringing vertex lighting as they call it into the game that map makers shouldnt worry overly much about the optimization of lights for lower end systems. If the lightdetaillevel scale is used then the user has that option but really vertex light is awesome for smoothing gameplay.

<3 q4max. :icon25:
Relying on this kind of thing (vertex/ambientonly) for good performance is a Nasty Habit -tm-. This shouldn't be an excuse for poor mapping practice (i.e lousy lighting and sometimes lousy vising, which seems less obvious when you're using an ambientonly hack of some sorts) : you'd just be avoiding the issue totally - and anally-screwing people who don't want to use those options :)
Lenard
Posts: 737
Joined: Mon Aug 04, 2003 7:00 am

Post by Lenard »

I always bind a kill key. It is important in fast games when you are falling off ledges.
[img]http://myspace-001.vo.llnwd.net/00555/10/05/555355001_l.gif[/img]
SonicClang
Posts: 209
Joined: Sun Mar 28, 2004 8:00 am

Post by SonicClang »

I bind K to suicide. I hate waiting to die... :) How morbid are we, really? haha.
The number 1 cause of death in games is panic.
[img]http://webpages.charter.net/sonicclang/small.jpg[/img]
Oeloe
Posts: 1529
Joined: Fri Mar 19, 2004 8:00 am

Post by Oeloe »

Lenard wrote:I always bind a kill key. It is important in fast games when you are falling off ledges.
Exactly. pjw is probably catering for the poor mortals that rely on dying of natural causes. :P Btw maps like dm17 wouldn't have the nice "falling deep down and shooting a rocket/rail up and still kill an opponent" frags when the death trigger wasn't that far below. :) Those kind of frags are unlikely in this map though i guess.
Post Reply