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-
- >The most "flashy" and impressive effect I saw was the water effect ,
- >when you where walking beneath it...
-
- < I think it's a question of getting the balance right between
- < flashy
- <effects and making the game run at a reasonable speed and of course
- <being playable is most important too. Quake might not have the
- <flashiest graphics (although apparently you can use the console to set
- <higher resolutions if you've got a well 'ard PC), but they're still
- <very effective and create a very believable world in which to play.
- <I'm just happy it runs OK on the 486 they've got here at college.
- <(less than 10 frames a second but still fast enough).
-
- The impressive thing about Quake is not simply the graphics, but the whole system
- of 3D enemies, flexible free-domain environment, distance/direction audio
- and full network capability. Not to mention the facility for plug-in modules
- produced by 3r'd party authors & hackers. There are many games with some of
- these features, but none with all of them implemented so well.
-
- I just had a 2-player serial game with a friend and it's gripping! :)
-
- > As I said before I think our custom made tracks for Bm and everything
- > that we make will look much nicer than doom, and it will probably be
- > speedier too, since we can take the complexety of the rooms in
- > calculation when we are making the tracks...
- > One question thoug, in our custom made version of Bm, must we use the
- > same pallete as doom?? or is it just now when we can use pwads??
-
- BM reads the palette from the IWAD or PWAD file. This entry is called
- PLAYPAL.
-
- Doug.
-
-