...that's just Scampie's lust for giant sausage.
The visual style was most effective/interesting in the starting lift where I for a while was wondering what was going on before realizing that I was going down. After it's not in anyway bad but doesn't really add anything either.
Overall it's a solid base map with some nice zombie/enforcer scenes staged in the way you don't see often in quake (but most FPS from half-life and onwards). The ending came really abruptly though and took away a little bit of the experience - I was watching the enforcers gun down the zombies and then just picked some of the the last ones off never leaving the upper level I entered the area on and then just BAM - THE END! me: what?
You didn't find the real exit. :)
I didn't like it. Respect for trying something different, and I truly appreciate someone from Epic taking a minimalist approach to texture/detailing.
Here are the problems I have with it.
Visual style was boring/sporadic it seemed, and definitely inconsistent. At first when I saw the screenies I thought "Woah an abstract approach. There's gotta be some innovative architecture and style." Then I play it, and it's a base map. With white walls. Well, why not just texture it in base textures, like the 2nd half of the map? If you were going for an abstract approach, why make it a base map instead of doing some innovative geocomp style? Why not go one step further and make an abstract slime/water texture (all green, all blue?)
There's just something about the idea of "abstract" and "base map" where the two concepts clearly do not work together. It would be an attractive base map with idbase/cr8set/spdbz textures, or an interesting abstract/geocomp map with a different setting. Instead, you end up with a fairly ugly base map with lots of cubes. I personally don't think it works at all, but others have expressed otherwise, so what do I know.
Another problem with the style was something bear had a problem with. I was collecting ammo, not realizing that I was about to step into an exit. Why even have the first exit at all? I had to play through the map again because there are two exits? Why? What purpose does it serve? It wasn't immediately recognizable to me either because it didn't have the regular textures; I assumed it was just bizarre base-stuff.
As for gameplay, it was short with lots of weapons/ammo given to you right away. I don't really like that kind of gameplay myself, but there's nothing wrong with it. I just like a more steady progression, but for such a short map I suppose you can't really spread out the weapons all that much.
Basically, while I really do respect the attempt to do something different, I just think the map fails on many levels, and gameplay is not good enough to carry the level.
Yeah, I failed on that first exit. It's the exact same shape as a slipgate and it has a pulsing light on it but that's not enough to make it stand out. I should have placed it better or made it more obvious.
Yeah, the pulsing light is very subtle. TBH, I had to go back and look to make sure there was a pulsing light. Then it took me a minute to even see it. Also, yeah it's the same shape, but without the textures it's not immediately recognizable. Also, you tucked it away in a corner behind a support beam instead of giving it its own room to signify "Hey you dumbfuck, this thing is important."
Since other textures had writing on them, a sign saying "Exit" on it or near it could have sufficed.
Ironically, the second exit was more recognizable even without the textures just because of the area leading up to it.
So... I Played It
Gameplay was kinda easy, despite the monsters being used well. I think having both the GL and the SNG was overkill, but given the natire of the map, the GL was necessary.
Lack of transparent liquids sucked, although the map ran well with novis in DP. Lack of impulse 12 sucked even more. WTF is with people using the 1.01 QC source?
NG was hidden interestingly. Armor and health seemed about right. You could argue that the second GA isn't needed, but I don't think that the map suffers because it's there. Felt like there was a little too much ammo, especially with the grenades. I didn't feel any major need to be careful about my shots, even though I was.
Interesting idea for a map, though...
second exit? I guess i should play it again.
I assumed the monster count was so low only becuase i hadn't waited around for everyone to kill everyone else.
When the lift in the final room rises, there's a zombie down in the pit there. He's trying to tell you something.
He's Trying To Tell You Something.
He wants your hot body....
Cold will do, anything really. He's been stuck in that hole rotting for a while and is pretty hungry.
I Don't Get It
I didn't enter any exit at all as far as I could tell, the map just ended without warning.
You walked into a slipgate covered in white textures. I failed, that should have been more obvious. At any rate, that's not the 'real' exit. Investigate the area under the lift you triggered...
I dont think you failed. You cant please 'em all....
Best help of a Quake player :)
bind "TAB" "+showscores"
you always now how much to kill and how near to end you are ;)
Liked It Quite A Bit
someone else said it earlier but I think the fact that it doesnt go crazy with geocomp type architecture works in its favour as it doesnt become too distracting but just a distinct style. Gameplay was fun too.
I don't have much to say about the map that hasn't already been said. Interesting concept, but kind of dull gameplay-wise.
I will however second Lardarse's comment about the missing impulse 12. I use the mouse wheel for changing weapons, and not having the CycleWeaponReverseCommand really throws off my game.
So please Willem, next time you do a QC mod, use the 1.06 source! :)
Crashes In Fitz 0.85
SV_TouchLinks: next != L->next - this would happen sometimes right after the map was loaded, sometimes a second after the elevator started
does it actually crash, or just display that message and keep going?
FYI: that message indicates that fitzquake attempted to repair the linked list rather than hanging right then as previous engines do, but doesn't guarantee that the list is actually repaired and it might crash or hang later in the list anyway. The problem is caused by questionable QC practices. For more discussion, see the i3d thread here:
Fitzquake freezes after that message displays in console.
/me replays this in 0.80
okay, that sucks if this actually causes a hang in cases that used to be okay in previous versions. I'll investigate a more proper way to fix this situation for next time.
yes indeed, looks like my fix just caused more problems.
I've encountered a strange issue with this map. If I start it using Fitzquake085, the map loads but almost freezes immediately. The CPU would show usage at 100%, and Fitzquake would not respond. I would have to use ctrl alt del to get out. Fitzquake085 works fine for any other map tho. This map also works fine on Aguirre Quake. This issue is not related to heapsize as it happens regardless of what I change it to. Any ideas?
unfortunately this is a known problem in Fitzquake 085 that causes it to hang when running White Room, but there are no known workarounds.
I suggest you just play it in another engine for now, such as Aguirre's engine, or in an earlier version of Fitzquake.
Okay, on my setup it didn't display the SV_TouchLinks: next != L->next, wasn't sure if it was the same issue