Signati by Adib - Quake Single Player (Map Jam 6)

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  • čas přidán 2. 12. 2015
  • Adib Murad kicks off map jam 6 with his offering "Signati"
    Download : www.quaddicted.com/reviews/ma...
    Moddb : www.moddb.com/mods/map-jam-6-f...
    Discuss : celephais.net/board/view_threa...
    Custom Gamer social media:
    Facebook! / customgameryoutube
    Twitter! / tddaz
    Steam! steamcommunity.com/groups/Cust...
    Twitch! / tddaz
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Komentáře • 19

  • @TheRealLordRama
    @TheRealLordRama Před 8 lety +1

    I tried shooting the spikes early on my playthrough, but only because I thought the first one was a secret. I didn't expect it to be the main progression mechanic!

  • @Aviv_S
    @Aviv_S Před 8 lety +3

    Niiice =) Watching you play these map is the reason I go back to play Quake every now and then.

    • @hackisack
      @hackisack Před 8 lety +1

      +Mal Cors same here! Daz's Quake videos are great entertainment and great motivation!

  • @danm.9132
    @danm.9132 Před 8 lety +8

    You are ALIVE!!! :)

  • @RobMartens
    @RobMartens Před 8 lety +3

    New hours at work? Excuses, excuses Daz, this is videogames. Everybody knows videogames is more important than jobs.
    I agree about the lighting, it's a striking setup. As I've said before I thought the rock walls almost looked normal mapped at a glance, that color combo makes everything pop.
    2:58 I know I wasn't the only one who had trouble in this room, jumping immediately to the little spit of rock on the right, and after a while I finally figured out why I did that: despite having figured out by that point how to use those stalactites, I had it in my head that they were something you would only have to deal with once you got in to the room. I expected them to be the gizmo you had to fiddle with while you were there, and maybe also the way out, but I never even considered that they would end up being necessary to enter the room in the first place. I could have easily looked up from the entrance to see the rocks, but since their use that early hadn't occurred to me I didn't think to check.

  • @RingofQuaddamage
    @RingofQuaddamage Před 8 lety +4

    about God damn time!

  • @mdvhimself
    @mdvhimself Před 8 lety +3

    i play with 105 fov, so i was able to see the wierd rocks on the cieling, but otherwise its not that easy to spot them. might have been godd idea to use more fliying creatures, or ogres spamming from above to make the player look up. really loves the orange-blue colorscheme, very sexy.

    • @CustomGamer
      @CustomGamer  Před 8 lety

      +eat@medve's Something I should have noted in the video is that one of the spikes is right above a Vore (which itself is standing on a button) which is a good way to get players thinking. It's a shame that wasn't the first spike you saw and it opened the only door to progress. That may have worked as a nice tutorial!

  • @ncmaothvez
    @ncmaothvez Před 8 lety +1

    This'll be interesting! I'm playing thorough this pack myself at the moment.
    Which engine are you using? I'm curious because at 1:14 when you jump accross, it looks like you've got plenty of margin, e.g. the jump is long enough. When I play this map with QuakeSpasm 0.90.1 my jump is always too short. I've noticed differences in jump distance between the QuakeSpasm and DarkPlaces engines. Like on the jump to the mega health above the spiral ramp in id's E1M1 my jump is always too short in QS but long enough in DP.
    EDIT: Removed false statement :)

    • @CustomGamer
      @CustomGamer  Před 8 lety

      +ncmaothvez1 Don't quote me on this but I think DarkPlaces has changed how the physics work slightly that may account for strange jump distances. I use QuakeSpasm for everything myself as I'm a purist for the most part.

    • @ncmaothvez
      @ncmaothvez Před 8 lety

      +Custom Gamer I think you're right. I've played sveral maps with both QS and DP and there's a notable difference in physics.
      I've got lousy reflexes so I've had to change sv_friction from defualt 4 to 8 so I don't fall off narrow edges and platforms. Looks like the friction change affects ground speed/friction identically in DP and QS but the air speed/jump distance is affected differently.

  • @alexmuller682
    @alexmuller682 Před 8 lety

    How do you get the pixelated look in quake spasm? it's really nice and retro. thanks for making these videos by the way they are awesome.

    • @CustomGamer
      @CustomGamer  Před 8 lety

      +Alex Muller Sorry, I missed your comment! To change to the unfiltered textures you need to bring up the console and type gl_texturemode gl_nearest_mipmap_linear

  • @dimwalker
    @dimwalker Před 8 lety +3

    Those thumbnail-videos in the end supposed to be links to your other videos maybe? Not clickable atm.

  • @SanyDSparil
    @SanyDSparil Před 8 lety

    you know about the language with QuakeС?

  • @robhuanout5443
    @robhuanout5443 Před 8 lety

    how do you play these quakemods I'm new to quakespasm :)

  • @twasbrillig33
    @twasbrillig33 Před 5 lety

    beautiful maps but single player is boring and repetitive, multiplayer is where it's at