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Quake mission pack 3
Quake mission pack 3





The bats are more annoying than even the Scrags, and beefier as well. The new monsters were a case of hit or miss. While the maps were fun to go through and everything, apparent laziness regarding poor implementation of overbright lighting leaves them feeling a little more drab, and preventing them from reaching their full aesthetic potential. Not too shabby, and it ended quicker than I had hoped. Delete or relocate pak4.pak if you don't like such enhancements, or are playing with nearest neighbor texture filtering (some clients won't require this). The new external skins are just resized and sharpened old skins with compression artifacts. Impulse 12 is still absent, and there are some serious cases of Z-fighting in the maps. Still not sure, but if there was, then there are also things that could've been improved, but weren't. I don't know if there was access to sources of everything, but maps receiving changes like that and "extensively patched progs" (once again, the updates are pretty arbitrary, but at least they shouldn't make anything worse) seem to indicate that there was. Not sure if there are other changes, but this one was already more than enough for me.

quake mission pack 3 quake mission pack 3

I was aware of the author's belief that overbright lighting is evil, but I didn't know he thinks the same about deep shadows. Relit maps may seem like a nice idea (extra effort!) until you compare the very first rooms of the two releases: This update seems to go beyond what's to be expected from a bugfix release, and not always in a good way. I decided to use the original version for my first playthrough.







Quake mission pack 3