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/vr/ - Retro Games

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>> No.9827373 [View]
File: 54 KB, 450x600, 45971-2.jpg [View same] [iqdb] [saucenao] [google]
9827373

>>9827240
friend :3
>>9827260
rude, but more importantly, where did mcgee touch you?
>>9827261
*snake
>>9827249
"at least three" is still way better than "literally no one lol". and when in doubt, if someone's regularly starting fights over the same topic, it's usually the same threadschizo
>>9827263
i'm still firmly on team "guake 2 sux", but i appreciate quakeulf and the people who worked on that unit for looking at the state of the community and going "nah, fuck it, i'm gonna make a quake 2 map because it's a game i enjoy" even though q1sp still gets 99% of the attention. i really wish there were more mappers going against the grain and making unconventional stuff because they think it's cool instead of clique-y discord kids watching dumptruck and markie(?)'s videos and going "i'm gonna make the next ad/alkaline/dwell/whatever!!1!!" without actually bringing anything new to the table
>>9827280
>>9827320
there's no way i'm the first person to express this sentiment here, but while the bar has certainly been raised for quake maps in terms of *architecture* and super detailed brushwork, the actual gameplay/level design side of things has been deemphasized and hasn't really progressed that much in the last 5 years or so, i've seen it described as the "every-brick-a-brush" philosophy and it's cool that modern engines and tools can handle maps like this, but it's like everyone is desperately trying to ape sock's work and dropping the ball in the process. also i would be very, very happy if i never saw any of makkon's fortnite textures in any map ever again

>> No.7387693 [View]
File: 55 KB, 450x600, quake shambler action figure3.jpg [View same] [iqdb] [saucenao] [google]
7387693

>>7387685

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