Yes,,,
#1 posted by distrans on 2014/11/14 04:45:42
...something to look forward to after rehearsal tonight.
#2 posted by negke on 2014/11/14 06:49:32
That's cool, going to check it out later.
But let me play the Spirit for a moment. The readme would be better off placed inside the mod directory, ideally called thtc.txt; all files, particularly the BSPs should be lowercase (especially with long names like that); and does the file size really need to be artifically bloated by 14MB (!) of ballast screenshots?
A Bit Of Morning Quaking
#3 posted by Pekka on 2014/11/14 08:22:21
First playthrough demo on skill 1 in less than 17 minutes.
http://www.quaketastic.com/files/demos/thtc-pekka-skill1.zip
I enjoyed it. Not sure what was going on with that monster in the end not aggroing at first.
I will replay on skill 2 later with a few strategic quicksaves, as I usually do. More thoughts will probably follow after that.
Morning Glory
#4 posted by mfx on 2014/11/14 08:59:04
Skill 1, all kills/secrets.
Solid map, start isn�t maybe as immersive as i prefer.
Love the detail in the ceilings and stuff, really cool.
Neat lighting throughout, well done.
The secrets i found on the fly, definitly too easy, but its ok, as i needed them:)
I wanted to reach the courtyard, but exited before.
Found 2 spots where the clipping is b0rked, i know this all too well...:)
http://www.quaketastic.com/files/demos/thtc_mfx.7z>
Oops
#5 posted by mfx on 2014/11/14 08:59:38
#6 posted by JneeraZ on 2014/11/14 11:30:37
FYI, there are no skill levels! I should have mentioned that...
negke:
"But let me play the Spirit for a moment. The readme would be better off placed inside the mod directory, ideally called thtc.txt; all files, particularly the BSPs should be lowercase (especially with long names like that); and does the file size really need to be artifically bloated by 14MB (!) of ballast screenshots?"
It's almost 2015. I care THIS much about 14 MB. :)
Pekka:
"Not sure what was going on with that monster in the end not aggroing at first. "
Yeah, something to do with my code I think. I'll try to work out the aggro issues before my next release.
mfx:
"Found 2 spots where the clipping is b0rked, i know this all too well...:) "
Le sigh. Hehe...
You Found A Secret Area!
ZZZZZZZZZZZZZZZZZAP
#8 posted by JneeraZ on 2014/11/14 12:13:57
Some of the plain air secrets were meant to be as a reward to the observant ... maybe some didn't go off as well as planned.
Shots Look Really Nice
#9 posted by RickyT33 on 2014/11/14 13:02:20
What is the face in shot 5? Looks familiar. Montezuma's Return?
#10 posted by JneeraZ on 2014/11/14 13:03:25
No, just something I made up.
Neat Little Map
#11 posted by DaZ on 2014/11/14 13:49:54
1st run demo http://quaketastic.com/files/demos/thtc_daz.rar
Loved the lighting. especially the light from the lava and some of the moonlight filled areas very nicely. The level in general looked very nice, good detailing but perhaps lacking in overall theme. It felt like 2 or 3 different themed maps had been stitched together (caves, wood/metal castle, and runic catacombs).
Gameplay was a little easy on hard. I had absolutely no problems at any point. The Z-aware and aim correcting Ogre's was an interesting twist. Took me a few minutes to realise how their grenades were always hitting me :)
I think the level never really put enough pressure on me. There was always plentiful health and ammo and it always felt like I had plenty of room to retreat and/or evade if things did get dicey. The only area I had a problem in was the spawn cave near the start :)
I found 6/6 secrets very easily and as I'm sure people in this forum can confirm, I miss secrets ALL THE TIME :D So perhaps they were a little too easy to find? They were cool though!
Thank you for including the .map! I will be having a look at how you did your lighting.
#12 posted by JneeraZ on 2014/11/14 14:11:54
No secret under the lift though. :P
Cool Map !
#13 posted by Barnak on 2014/11/14 15:57:27
Thanks Warren. I love the map !
#14 posted by skacky on 2014/11/14 16:34:33
Yeah 'twas pretty cool. Lovely atmosphere that reminded me of Unreal for some reason, good brushwork and great lighting. Combat was on the easy side overall, though I made some mistakes because of some framerate issues (not due to the map so don't fret).
Blind skill 3 demo: https://www.dropbox.com/s/k10b6nnnpk7c77q/thtc_skacky.zip?dl=0
I Concur
#15 posted by Pekka on 2014/11/14 16:43:02
I don't have a lot to add to Mfx's and Daz's comments. I agree with them. I did come close to dying in my demo, so in my case the difficulty was just spot on for the first play. I didn't actually find any b0rked spots, but there seems to be an oddity in the knight's death animation.
What happens is that there's a jumpy transition from the stunned or stumbling state of a knight to his death animation if you kill one right after stunning him. This is quite noticeable with Quakespasm 0.90 running at frame limit of 72 on my computer. Mostly, it stands out because when it happens it looks different to the completely vanilla knights I've seen die thousands of times. Did you change the knight somehow while modding the monsters?
I see no reason to record and upload another demo, since there's no difference between skills 1 and 2 (so WarrenM says above, and the monster count agrees). I did quite a bit better with the secrets on my second run, so that's at least something.
I would absolutely welcome more releases of this kind from WarrenM. This is a solid and fun map. I particularly like how you have to be more careful of Ogres again. I'm solidly in favor of (sometimes) tweaking monsters to keep the gameplay fresh, and in this case it worked out well!
#16 posted by JneeraZ on 2014/11/14 17:08:58
Yeah, I buggered the knights anims somehow ... will fix for future maps!
#17 posted by scar3crow on 2014/11/14 19:03:35
Not played it yet, don't know when I will have the time to do so, but I noticed skacky's comment about reminding him of Unreal...
The blue fog has a definite Na Pali feel to it, the use of stained glass in one of the shots gives it more of a cathedral feel than creepy feel to me, a reverence that I get out of Unreal personally. Low poly cave scenes are also something I associate with Unreal... Looking at the shots I could actually hear some Unreal music in my head. Shades of Caudle's DM-Gothic meets Myscha's Bluff Eversmoking, yet all still Quake.
#18 posted by ericw on 2014/11/14 22:19:27
Enjoyed this, thanks! Nice to play a ~15 minute map that's pretty low-stress.
My favourite thing was the cool blue foggy look of the castle interior.
Demos, only died once on skill 2: (I think I got 2/6 secrets and 96/100 kills.)
http://www.quaketastic.com/files/demos/thtc_ericw.zip
#19 posted by JneeraZ on 2014/11/15 01:35:15
Haha, damn Eric, how do you stay alive? :P You're the most unpredictable player I've seen yet ... nice!
What Is The Mod?
#20 posted by nitin on 2014/11/15 06:39:59
Nice
#21 posted by Vondur on 2014/11/15 09:34:46
nice cute map, though rather not forgiving in the beginning.
first run demos (i died once)
http://vondur.net/files/von_THTC.zip
Good Fun, Nice Vibe.
#22 posted by Shambler on 2014/11/15 11:12:00
This felt like a test map for something bigger and/or a collection of areas - not as well interlinked as I'd have liked.
But the the style was nice, the moody lighting was nice, and it had sweet medieval designs. Mostly good fun gameplay, hectic in some places but always enough supplies to go for. The underwater maze was the only annoying bit.
#23 posted by JneeraZ on 2014/11/15 11:34:14
nitin - Just something I noodle with. My own mod, doesn't really have a name. It gives me access to certain things like easily spawning creatures via triggers, arena combat, wandering monsters, etc.
shambler - Follow the bubbles. :)
I Did.
#24 posted by Shambler on 2014/11/15 11:38:49
They led me into a secret, then when I exited the secret the bubbles took me back to the entrance, and when I went back in I forgot which bubbles were the right way and which were the secret and got lost again...
#25 posted by JneeraZ on 2014/11/15 11:51:33
Achievement Unlocked?
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