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CocoT announces SpaceWalk

Postby CocoT » Sun Jun 17, 2007 11:11 pm

A little video of the (mini)-mod I've been working on in the last few days : http://www.youtube.com/watch?v=NosJftECWk8

As you can see, it's a little puzzle game set in space (for no other reason than to have some kind of theme... hehe). Pretty fun. I'm currently working on maps, which are pretty easy to design, obviously :wink:
I'll post details soon. I suspect a download link will be available pretty soon, like in a week or so :wink:
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Postby Entar » Mon Jun 18, 2007 2:13 am

While this looks cool, and I'm happy to see you continually coming up with creative, yet cool and simple ideas for Quake mods, I still want to see that Infrared quake mod you were working on for a while there. I hope that's not abandoned :)
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Postby CocoT » Mon Jun 18, 2007 10:21 am

Hehe... don't worry, InfraRed is not abandonned :wink:
As a matter of fact, I worked a little bit on my site the other day and created a new section for it. I haven't uploaded it yet and, well, it's mainly a copy-paste of my QExpo booth, but it shows my intent to not drop it :)
SpaceWalk is a little break from TransloQuake, I needed that. If my plan is to focus on TransloQuake (read: have around 8 maps ready for a first release), I do want to come back to InfraRed afterwards. So while you'll still have to wait a little while before getting fresh news of it, InfraRed is still on tracks :) I, too, like the concept and I'm not ready to drop it :wink:
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Re: CocoT announces SpaceWalk

Postby Teiman » Mon Jun 18, 2007 12:25 pm

CocoT wrote:A little video of the (mini)-mod I've been working on in the last few days : http://www.youtube.com/watch?v=NosJftECWk8

As you can see, it's a little puzzle game set in space (for no other reason than to have some kind of theme... hehe). Pretty fun. I'm currently working on maps, which are pretty easy to design, obviously :wink:
I'll post details soon. I suspect a download link will be available pretty soon, like in a week or so :wink:


Thats one looks like can be released as standalone. With darkplaces, and maybe even with nifty .OGG files, If you can hunt a musician somewhere.
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Postby CocoT » Mon Jun 18, 2007 1:23 pm

True. I don't know if I want to go through all the trouble, though, I mean, this really is just a mini-mod...
As far as music is concerned, I found that members of the demoscene are usually pretty nice when it comes to sharing their music, even though I must admit I have not yet contacted the author of the track played in the video. We'll see how that goes... :wink:
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Postby scar3crow » Mon Jun 18, 2007 3:01 pm

That looks like good simple fun, and could be something that could be generated procedurally... (talk to discoloda). This thing could have a lot of fun put into it.

Though my immediate thought afterwards is making it "Quakey", where if you step back onto your path, spiked crushers with the gargoyle textures slam down onto you like a Thwomp, gibbing you.

But I just love Quake things, even if the original gameplay really isn't that similar (but still looks fun) =)
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Postby CocoT » Mon Jun 18, 2007 3:23 pm

Hehe, thanks ;)
Yeah, it doesn't look very Quakey, it's true. Kinda makes me think about how some mappers complain about the way some modders (in which I include myself, obviously) use Quake as a mere generic modding platform, I must admit... I did code this thing quite fast, usually chosing the easy way out any coding issue. There'll be ways to polish it up, that's for sure :wink:
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Postby CocoT » Tue Jun 19, 2007 8:35 pm

Well, looks like the news has spread pretty fast (I really wasn't expecting that), with Baker talking about it on QuakeOne (thanks, Baker!) and then Jube on Planetquake (thanks, Jube!), so I guess it'd be nice to post a couple of screenshots.
Don't get your hopes too high, this is again a rather simple mini-mod... nothing too fancy, hehe :wink:

Image Image Image

Image Image Image


Obviously the top views aren't accessible in-game. I like it better that way. It's a little harder, but you quickly get used to it. Some maps are a little tough, but if you have good memory, they can be beaten after only 4 or 5 tries (I've tested that with my wife - who, I must admit, has a pretty good sense of logic).
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Postby Entar » Tue Jun 19, 2007 11:20 pm

This looks really cool, CocoT. Where DO you find those awesome skyboxes? Those really add to the the mod. I'd like to try a few mini-mods with cool skyboxes as support like that. They're rather inspiring :)
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Postby CocoT » Wed Jun 20, 2007 9:07 am

They all come from the Wadfather werbsite (http://wadfather.planethalflife.gamespy.com/new/) which really has a ton of them (I always make sure to pick the Q3 ones, the other (smaller) ones are okay but do look a little less good). Otherwise, there is always the option of ripping skyboxes from Half-Life mods, but then there is the problem of tracking down artists to ask for permission, which is a bit of a drag (most skyboxes from the Wadfather are public domain for non-commercial use).
And it's true they are inspiring. Lots of variety :)
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Postby Teiman » Wed Jun 20, 2007 8:04 pm

Looking forward for it!

Seems crazy! :D
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Postby CocoT » Wed Jun 20, 2007 10:07 pm

Thanks! :wink:
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Postby Kell » Fri Jun 22, 2007 7:52 am

CocoT wrote:Otherwise, there is always the option of ripping skyboxes from Half-Life mods, but then there is the problem of tracking down artists to ask for permission, which is a bit of a drag (most skyboxes from the Wadfather are public domain for non-commercial use).
And it's true they are inspiring. Lots of variety :)



*COUGH*http://kell.leveldesign.org/q3skyboxes.html*COUGH*
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Postby Teiman » Fri Jun 22, 2007 9:43 am

*COUGH*http://kell.leveldesign.org/q3skyboxes.html*COUGH*[/quote]

WOW AWESOME!

Theres even a Ozymandias and Dune skybox, with teh lore!
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Postby Teiman » Mon Jun 25, 2007 10:20 pm

downloading gets a 404 to me :(

Not Found

The requested URL /sky-dragonmoon-jpg.zip was not found on this server.


:(
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