#76 posted by sock on 2012/12/12 18:40:12
It is designed to funnel players to the level change triggers quickly
Yeah the design is certainly trying to focus players towards the final triggers with one way lifts and loops (temple stairs) to stop players getting lost in dead ends. One of the big problems with this mod is an identity crisis, it should decide if it is going to be stealth or not. Plus the shifting focus to the vault so the bonus maps can be played screwed with the vault button logic. Originally it was designed to be a secret only.
Here Are Some Footsteps
#77 posted by ijed on 2012/12/12 18:44:45
#78 posted by negke on 2012/12/12 18:49:34
Well, it's a hub map with more functions than a regular start map would have. It's also supposed to be replayed on normal or stealth mode several times, with changing routes and enemy setups. In this sense the funneling function loses a lot of its importance.
The layout itself isn't overly complicated or confusing (lower level->upper level->spiral staircase/vault and a couple of extra rooms. With two level exits on the upper level (currently inaccessible) and two in the vault room. The only source of confusion I can accept in light of the inaccessible main exits is the secretness of the vault (progress) button.
Please No Footsteps :P
#79 posted by negke on 2012/12/12 18:57:53
Re: disappointed
It's just that whenever I see people complain about nonlinear layouts where they get lost, I cringe (especially in a case like these maps - they are certainly no sprawling mazes). People are often quick to critize modern games for their linearity and revel in the good old times where (Quake) games allowed or required a good amount of exploration. But when it actually comes to exploration, they fail to find their way and critize a feature they previously praised.
I'm certinaly not a master of navigation, but I can manage here and elsewhere, so this always suprises me again. (Hope sock doesn't blow my cover! :O)
I Had NO Trouble
#80 posted by Drew on 2012/12/12 18:58:49
finding the vault button.
I was already in switch hunting mode due to the liberal peppering of secrets (and the frequent use of hidden shootable switches) throughout the level.
Ditto
It's probably better to not hide it in 1.1, though.
#82 posted by sock on 2012/12/12 19:13:35
@ijed, thanks for the zip :)
@negke, I can add the footsteps as a global impulse toggle? would that be better? default is off but players can turn them on if they want more sound?
I can't really comment on the navigation of the start map anymore because I know where every trigger, spawn, item is and I placed every brush! So the start map feels really straight forward to me, but people are getting lost and it all falls apart at the vault with the button.
One other problem is the demon trap at the beginning, the buttons on the walls are too confusing and only one button should be on the wall (depending on route) so players know which button to press.
I was totally surprised by how many people (in the demo's I have seen) picked up the silver key and walked across the room to the second silver key door!?! I was hinting at which one to try first (the right route is harder) but most people ignore the door infront of them.
The whole mess of modern games being too linear is because developer want players to progress and I can totally understand this. I want players to see the rest of my mod and not give up on the first map! There is nothing more disappointing than seeing a player frustrated and giving up because the design is wrong.
#83 posted by negke on 2012/12/12 19:29:41
Optional, default off footsteps sounds like something I could live with.
Even though the 'nearest' button looks obviously pressed and unusable, it's indeed somewhat inconsistent insofar as the corresponding cage is not in the lowered position. I don't think you should necessarily remove the unusable button entirely, though, considering the 'logic' of the room/mechanisms. Maybe only make it look blocked or locked (padlock?). Other instances of double buttons, however, can be changed so that only one button appears depending on the route (an example would be the two vault buttons).
Taking the opposite door sounds like something I would do, too. It's a bit of an exploration reflex. If there's an arrow saying "go here to proceed", I deliberately check out the other direction to make sure not to miss something worthwhile. A typical "don't push this button" situation. :)
#84 posted by Spirit on 2012/12/12 19:32:13
Tried again, got lost in the statue area again.
Track III from http://www.discogs.com/Isothesis-Cocoon-Of-Red-Light/release/932941 fits perfectly, not free though sadly. If you are interested in properly free soundtrack music I will try more. ;)
Music
#85 posted by sock on 2012/12/12 19:41:52
@spirit, If you can find some free (creative common) music that could be played in background that would be awesome. But it should be something low key and ambient so it does not drown out important sound clues.
I suppose the perfect situation is getting a musician to create proper mood pieces that could be switched depending on what is happening, combat, moody exploration, special encounters etc. Something for the wish list. :/
I can certainly setup background music files as a toggle impulse command so players can decide if they want to listen to music or not.
Spirit
#86 posted by negke on 2012/12/12 19:44:32
On both sides of the statue hall are spiral staircases that lead down to the vault area. It's practically impossible to get lost there (especially since you now know you have to look for a secret button down there).
#87 posted by Spirit on 2012/12/12 20:04:20
negke (and sock of course): http://www.quaketastic.com/upload/files/its-demo1e-start-normal-firstrun-Spirit-more.7z
I will try again now that I know where to look. :P
CC music for sure. I got loads of Ambient. Just now I listened to https://archive.org/details/tlhotra012 "Labio maternal" while playing, fits nicely. http://altusmusic.ca/rem/ might work too but I am not 100% sure about the ND clause.
I REALLY dislike the quake.rc binding the mousewheel the modern way. In the good old days mouse down = next, mouse up = prev.
#88 posted by sock on 2012/12/12 20:24:29
@spirit, awesome I will download it and see how it goes with a stealth run. By the way what is the best way to include this with quake mods? wav? ogg? I assume I need to save this as 16 mono?
quake.rc, I added mouse wheel bindings because the default engine settings has none and it drives me nuts. I tried to add as many useful things to the quake.rc as possible and I assumed anyone could it extract it from the pak file and change it how they wish. Maybe it might be better to distribute the file outside of the pak file so it can be changed easier?
Quake.rc
#89 posted by Preach on 2012/12/12 21:04:35
Quake.rc is supposed to be the file that the players agree not to modify. What might be a reasonable solution would be to modify it centrally so that the binding of the mousewheel comes earlier in the quake.rc file than the class to config.cfg and autoexec.cfg, so players which already have it bound will get their defaults, and players who don't get the mod's setting.
Erratum
#90 posted by Preach on 2012/12/12 21:05:34
That should read:
earlier in the quake.rc file than the call to config.cfg and autoexec.cfg
Too much typing about class in the other thread...
No Footsteps
#91 posted by nitin on 2012/12/12 22:26:56
havent had a chance to play this yet but this 'feature' almost always annoys me, and I cant really see it working in what this mod sounds like either.
Or, as negke said, please make them optional.
Exit
#92 posted by RaverX on 2012/12/12 22:27:29
Uhm, are you sure there's an exit there? And that the exit can be reached without cheating? I explored the first map for almost one hour and it feels like a big DM map without an exit.
But there has to be an exit, right? Everything else is perfect: great detail, incredible feeling, nice gameplay (until you get stuck). Ah, I had to change texture_mode, pixels were nice back in 96, now they look a bit "not ok".
Christ...
Also
No footsteps please.
Footsteps
#95 posted by sock on 2012/12/12 23:41:52
Don't worry everyone, footsteps will be an optional impulse command so if anyone wants them they can toggle them on.
@RaverX, yeah there is an exit, find the shadow vault area (below the statue room) and keep looking for the stupid vault button in that room grrrrrr :(
The Footstep Debate Ov Doom
#96 posted by skacky on 2012/12/12 23:58:52
Don't feel obligated to add them, I was just tossing the idea. I like being able to determine where an AI is by listening to their footsteps, but like I said the mod already plays extremely well as it is. :p
#97 posted by sock on 2012/12/13 00:19:26
I like the idea of footsteps and will add them, but I will make them optional so everyone is happy. I honestly don't mind adding stuff and I prefer if people tell me if they don't like something, it gives me a better idea of how to improve stuff. Lots of people saying the same thing is good feedback. :)
Coloured Squares That Create Shapes
#98 posted by DaZ on 2012/12/13 01:04:45
https://www.youtube.com/watch?v=FcoMu-w1dvE
tl;dw Awesome so far! Really didn't find anything to complain about, aside from the hidden button to open the vault door.
Also...
#99 posted by Fern on 2012/12/13 04:53:18
why didn't the vore die after three hits from the stealth axe? do creatures with more than 350hp (fiends have 300) NEED to be poisoned before you can instakill them?
#100 posted by sock on 2012/12/13 05:18:20
Any monster with more than 350 current health (not starting health) cannot be killed with a backstab. If you hit a vorn three times with an axe that is 3x20 damage. The fourth hit from the axe can be a successful backstab. On lower skill levels I might try to implement a graphic around the eye to say the mob cannot be back stabbed.
I really want the player to be afraid of vorn/shambler because of the health issue. I do have 2 other monsters that have high health as well so there will be more situations where saving poison bolts becomes critical.
|