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Posted by Orl on 2010/08/23 21:58:19 |
After a year and a half of on and off working, my map is finally ready for release. Get ready for a journey through a broken down castle, flooded with water and lava, inhabited by over a hundred baddies.
The first part of the map may seem a little dull, climbing through the cave. But once you reach the castle itself is when the real fun starts.
All skill levels are supported. Hard is hard, easy is easy, etc. So if you play on hard, be prepared for a tough fight.
I have spent so much time and sweat into making this map look the absolute best it can possibly be. To make it not only look good, but play good. This map is more complex than anything I have ever built in the past.
Because of being such a large map, it pushes the boundaries and limits of Quake, so an enhanced engine is required to play. Fitzquake, Enhanced GLQuake, DirectQ, and Darkplaces should all suffice.
Map info such as vis time and construction etc can be found in the oms2.txt. The texture .wad is also included in the .zip
Thanks to my testers: Necros, =peg=, Polarite, Cortex and Rocketguy for their very helpful advice.
Thanks to Willem for his modified multithreaded vis tool.
Thanks to Metlslime for his newskip tool.
And finally, special thanks to aguiRe for his patience, tools, and skills, for without his help and dedication, this map would not have been possible. You rock man :)
The only thing left to do now is download and have fun! And as always, first run demos are appreciated :)
Screenshots:
http://qrf.mine.nu/~orl/oms2s1.jpg
http://qrf.mine.nu/~orl/oms2s2.jpg
http://qrf.mine.nu/~orl/oms2s3.jpg
http://qrf.mine.nu/~orl/oms2s4.jpg
Download: http://qrf.mine.nu/~orl/oms2.zip |
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Forgot One
#76 posted by ijed on 2010/09/05 04:18:43
The broken stuff was good, but it seemed odd that none of it broke during the fighting, apart from the rockfall at the end.
All in all an enjoyable map, although I did hit godmode a couple of times (skill 2, playing on a touchpad).
Keep up the good work.
Ijed
#77 posted by negke on 2010/09/05 10:49:30
You are hardcore. Mapping and playing on a touchpad... wtf.
#78 posted by Spirit on 2010/09/05 12:05:28
Finished it. Everything good and bad has already been said. Enjoyable, I actually liked the close combat but not ambushes & hordes. End was silly, I tried once, didn't bother again and god moded. End "teleporter" looked plain and unfinished, simple "going into the black" would have been good.
Very impressive!
#79 posted by Spirit on 2010/09/05 12:12:22
oms2_* demos are quakespasm, the others should be aguirre's protocol i think.
skill 1
http://www.quaketastic.com/upload/files/demos/spirit_oms2_2.7z
This.
I kept thinking the podium in the center of the open area near the key door could have a had a free powerup on it, like a ROS. The player would be able to use it whenever they wanted, introducing a temptation there. At least for the first play through.
Is a good yet very underused gameplay mechanic. I recall only a handful maps ever using it - E3M6 and warpc to name a few.
The problem with the final area seen the GK path could be adressed by putting a rune there - to further point out that the player isn't really supposed to get there yet.
I tend to agree with ijed about the climbing parts and traps. The SK dive was good (no idea why it's getting backlash by others, you have ample time to find the key and to return!)
ijed said pretty much everything I wanted to say earlier but forgot ;)
A "no Shotgun" Demo
#81 posted by Ankh on 2010/09/05 22:30:11
I have tried to record a run on skill 1 without using any shells. There are some few moments where I used the SG by accident but I think no more than 10 shells. I didn't use the axe or excessive infighting. 140 or so monsters killed.
In the end there was tons of ammo left...
http://www.quaketastic.com/upload/files/demos/Oms2NoSG.zip
It was the third time I have played the map. I admit I had to make a few tries to get through the lava cab ride part. This is the hardest place (ambush over lava then vores from distance and HK without room to fight).
Demo
#83 posted by Orl on 2010/09/09 16:30:21
Just in case anyone is interested, a demo of myself beating the map on Nightmare skill, with plenty of ammo and health left over.
http://qrf.mine.nu/~orl/misc/orl_oms2.7z
And Ankh, I watched your demo. You have some pretty good skills Your approach seems to be to let the monsters fight each other, rather than you fighting them. Interesting watch :)
#84 posted by Drew on 2010/09/13 22:15:11
orl.
sorry about the secret... sucks that everyone kind of assumed it was fucked up.
the route issue...
I went up there, just to see if I could, but assumed it would be wrong, so did not continue down that path but instead went down what I assume was the intended route.
Would Like To Play It... But...
#85 posted by megalodon on 2010/10/05 20:04:29
... I can't even get a stable 50 fps in Dark Places with everything turned off.
System:
AMD X2 3800 (2 Ghz Dual Core)
2 GB RAM
Geforce 7600 GS 256 MB
WinXP SP3
#86 posted by Trinca on 2010/10/05 20:17:47
Well
#87 posted by megalodon on 2010/10/05 22:44:42
Thanks, but I'm already playing it with Baker's new 'EngineX'. Too bad it won't save my settings, but I'm sure he'll fix that.
Engine X
#88 posted by Baker on 2010/10/06 02:18:53
I'm ripping apart JoeQuake and building it back together the way it should be (from my perspective).
I haven't got to the cvar system and the effects system. Once I do, everything that should save will save.
I am also building "blow your mind" features into the engine that will give the "Holy shit!" experience I think you should get when you load up a non-conservative engine. After you see what these are, I hope these ideas get quickly copied by non-conservative engines and other engine coders will be smacking themselves on the head saying "Why didn't I think of that!"
But I'm keeping these to myself for now for the shock value. No a built-in mod downloader/installer isn't what I am talking about; it will have that too.
p.s. ProQuake 4.66 uses the FitzQuake protocol and play this map too. So far I have only released the OS X version of 4.66.
I'm hardly the only person who thinks Mr. Fitz made a huge contribution to Quake by documenting the FitzQuake so thoroughly in the engine source; soon it will be a defacto standard ... if it isn't already --- there are 5 engines with FitzQuake protocol support now.
My Demo
#89 posted by megalodon on 2010/10/06 18:37:12
Orl, very nice map. But indeed, sometimes a bit frustrating. Not because of enemies, but because the quake engine is sometimes a bit unforgiving when it comes to climbing & jumping in tight areas.
I think everyone will find my demo... interesting :)
mega_oms2.dem:
http://www.megaupload.com/?d=B9ROG13H
Can be done much faster though, I took my time and I've done faster attempts in certain sections.
Thanks for the map.
Cool
#90 posted by rj on 2010/10/06 18:40:19
looking forward to it baker. i like joequake; i think the limit restrictions were all that was keeping me from using it as a first choice engine. well, that and some of the .cfg settings seemed to clash with other engines when i loaded them up, which was a minor pain.
New Demo
#91 posted by megalodon on 2010/10/06 22:19:53
my time on normal skill:
5:40
This map becomes fun when you know what to do :)
http://www.quaketastic.com/upload/files/demos/mega_oms2.zip
file size 1.22 MB
#92 posted by Orl on 2010/10/08 14:43:41
Very nice demo megalodon :) Seems like you have really mastered the map inside and out, as well as your Quaking skills.
I'm curious to see if you, or anyone can pull off a speed run in this map.
Heh
#93 posted by megalodon on 2010/10/08 16:59:25
Well, I'm not a speedrunner. I'm a QuakeWorld player and movement is different there. You can therefore see me struggle here and there when I try to get some speed going, because I automatically try the continuous qw bunnyhopping technique, but it doesn't work here.
I also struggled at the end of the map, getting into the hole in the wall via the rock. I've done tests before making this demo, and it IS possible to do it flawlessly before the monsters even spawn there. But that was from a quicksave and this demo was from info_player_start, so things didn't always go my way :)
Also, if I would ever become a speedrunner and do this map, I'd have to figure out a way to immediately do the grenadejump instead of having to deal with the Shambler and his friends.
To me, learning to speedrun seems to take too much time to be really worth it. I find it more appealing to deal with human opponents in QW. But it's awesome to watch these speedrun freaks do their thing. I have to say though that, with your map, I did really like to mess around with shortcuts. Perhaps I'll make another attempt.
Go On #Terrafusion
#94 posted by RickyT33 on 2010/10/08 17:35:00
See if Nahkahiir or whatever his name is is there, and ask him to do it. He's amazing :)
Also
#95 posted by RickyT33 on 2010/10/08 17:35:38
Shambler boost maybe?
Well
#96 posted by megalodon on 2010/10/08 18:28:01
I just found out: no grenadejump needed at all. I can just jump to the ledge, but it's tricky for me, 'cause I'm no real speedrunner. But basicly, on easy skill, you can just blaze through the map. My uploaded demo is not a real speedrun.
Great Map.
#97 posted by taniwha on 2010/12/01 16:53:35
As others have said, it is frustrating in places, but it's a great looking map and I rather enjoyed it.
As for that cave secret: I actually had not too much trouble just jumping into off the bridge (did take a few goes, though). What's more, I even fell into accidentally! I was dodging scrags that come later, backed out of the tunnel and found myself in the cave to the MH.
Getting the silver key before entering the castle seems to make for more ammo, and a respawning health/armor supply is nice! (needed it once after getting the gold key).
Frame rate's usually pegged at 72, but does drop to the 30s in places (5 year old system: amd64 3800, nv7800, linux). Noclip to the outside drops the rate to the 20s. This is with the latest QuakeForge (I spent the last week poking at fitzquake's code (thank you!) to get QF able to play the map :)). I hope the demos work in QF.
Orl: nice map, interesting layout. I'm looking forward to studying the source. I have to check out your other maps.
For those that are interested in QF (note: windows support is currently unknown, the bindings menu is currently broken), grab the source from git:
http://quake.git.sourceforge.net/git/gitweb.cgi?p=quake/quakeforge;a=summary
Website:
http://quakeforge.net/
What little user docs we have:
http://quakeforge.net/doxygen/
The Site Is Borked
#98 posted by biffmasta on 2011/07/04 19:08:31
Is there a good link to this map? Otherwise, I'll look on Quaddicted.
#99 posted by necros on 2011/07/04 19:16:56
Speedrun
#100 posted by Orbs on 2011/07/07 12:43:27
I did a crap one before this week, and dont feel like trying again due to a couple of reasons: most technical (only got it to run with a certain engine and then i cant exec my standard cfg or it 'll crash)
http://members.upc.nl/verorber/oms2_132.dz
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Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.
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