Generic
#76 posted by Mike Woodham on 2013/07/17 20:47:37
Excellent news, thanks.
Shambler
#77 posted by Mike Woodham on 2013/07/17 20:56:48
Worked through them; it was quite intense in places and they were great fun to watch. I could almost hear you saying to yourself sometimes, "I know I am supposed to go that way but I'm going THIS way". That made me smile.
And some of the jumping skills were very impressive. I had placed a red armour in a position that you could see early but would not get until later. But oh no, Shambler wanted it early and jumping off two walls managed to get it.
There was several hundred man-hours work in the maps but seeing these demos makes it all worthwhile. Once again, thanks for taking time out.
Tried Again
to complete the map, I'm finding it way too hard to do. I got fairly far but I was god mode-ing through and I accidently switched off god mode and died immediately.
For some reason I found I had way more grenades than shells/nails, I was always stocked.
The map is sexy as heck but I personally didn't enjoy the binary nature of the map. Way too many insta-death scenarios, not enough ammo. :-/
#79 posted by mwh on 2013/07/18 01:09:57
Getting the rl secret at the start of map 1 makes it way too easy imho. If I get bored at work next week I'll try to record a demo or two :)
5th
#80 posted by mfx on 2013/07/18 01:57:19
still trying to record a demo for mr. woodham, but my skills are too limited i think.
those fuckin fuckers with ammo. ..
arghh!!!
Mike.
#81 posted by Shambler on 2013/07/19 20:32:20
Glad you liked them. Sorry I didn't record first runs, but the amount of dicking around I did was probably fairly similar.
The whole "going the wrong way" thing was one of the cool parts of the maps. When I first played them I was trying to get the YA and dropped down into the passage into the lava pit, I had no idea if I'd broken it or what, and just kept going....it was good fun that way.
I think I know the RA you mean, that was definitely speedrunner-style dicking around, I broke it pretty well getting the gold key and going to the exit there lol! I have no idea how I survived until the shambler thing before the MH alcove....
Holy Suffering Fuck
#82 posted by ijed on 2013/07/22 00:19:08
I'm getting killed by dogs.
By Which I Mean
#83 posted by ijed on 2013/07/22 00:23:05
This is hardcore attrition gameplay.
Just realised after all my bellyaching I didn't play the release...
To Cool
#84 posted by lizard on 2013/07/22 03:21:10
I don't know if you are still reading this post but I just played this and wow! I'm sure glad you released it. It would sure be nice to see that other half
Ijed
#85 posted by Mike Woodham on 2013/07/22 12:48:12
Glad that you're enjoying it - well I think you are :)
Lizard
#86 posted by Mike Woodham on 2013/07/22 12:54:19
I still pop-in every now and then.
I wonder if you downloaded the latest version: FMB-BDG was the release from a few years ago, which is just the This Onion map. FMB-BDG2 is the 3 map pack released this year This Onion, This Garlic and That Shallot (it's was supposed to be a play on words, you see).
So unfortnuately, that's your lot; there is no more to come :(
Well
#87 posted by ijed on 2013/07/22 15:22:51
Let me explain - I was playing terribly yesterday because I was a bit drunk. I was at a restaurant and we ordered starters etc. I had a Peruvian Pisco Sour: http://en.wikipedia.org/wiki/Pisco_Sour
We'd been sat there for forty minutes after a small starter (and my second sour, which meant I'd had about a pint of the stuff on an empty stomach) when one of the chefs was stretchered out and we were informed that due to a fight in the kitchen they were having to close.
Anyway, back to the maps;
I got my ass handed to me replaying This Onion - I was staggering a lot and not doing the precise footwork needed in the lava areas with the Lavamen.
This Garlic I just finished and it was murder. Weaponstrip and HK start?! I also missed the NG and so suffered through the level until getting over halfway through. It seems the only armour is from secrets as well, and I wasn't having much luck finding them. Some of geometry is hard to fight in as well - I kept on bumping my head on low ceilings or getting stuck on wall details.
But I can tell with a bit more patience (and sobriety) this will be a much more forgiving map.
Just started That Shallot and finding it much more friendly, having a lot of fun with it so far. The balance feels superior to This Garlic - shotgun start (wow the Quake guy has butterfingers!) versus regular knights and not HKs is much better. The brushwork here is very nice as well - the caves look great.
Will be replaying the whole thing again once I finish to do it justice.
Thanks for the release!
I Was Gonna Say
#88 posted by Drew on 2013/07/22 17:53:48
I love this map, but it's a tough one for demos, in that it is quite difficult, with rather steep spikes, and a general war of attrition style gameplay elsewhere.
Re: Still Poppin In
#89 posted by lizard on 2013/07/24 03:52:05
Well Mike let me tell you. I did play the 3 map pack. I thought I read you were thinking of adding more to it. Anyway great textures-great theme-great everything. I can't believe the imagination some of you mappers have. I was discussing it with my son and he said quake 1 must be a guide line or gateway to future mappers. A college requirement. Whatever it is I hope you guys keep making great maps.
Yes
#90 posted by ijed on 2013/07/24 14:46:51
Hope my comments didn't sound too negative - this is still an instant classic.
Ijed
#91 posted by Mike Woodham on 2013/07/28 23:41:01
The fact that you're playing it and going back for more is good enough for me.
The loss of weapons between maps was just me thinking that they could be played as stand alone maps. But I suppose I could have made the ammo more sparse and left the weapons in. It's just that I felt the maps were a bit on the large size and that people may not have wanted to play all three together, especially as I wanted Hard to be a bit of challenge.
It surprises me that so many players seem to start on Hard, whereas I used to play Quake on Normal skill and then move to Hard for
a second play if I had enjoyed the map first time around.
Demo...
#92 posted by generic on 2013/07/30 01:27:03
2nd run of the first map:
http://www.quaketastic.com/upload/files/demos/generic_fmb_bdg2a.7z
What you didn't get to see:
Me dying twice right off the bat -- hiding that first armor in a secret was plain mean -- me wandering around aimlessly looking for paths to secret items sitting in plain view, and me Daz-derping into the lava more than just a couple of times ;)
More to come!!!
Generic
#93 posted by Mike Woodham on 2013/07/30 23:17:01
Great fun, well done.
I love the way you are looking around all the time: is that a secret panel, can I jump on to that ledge, etc. I think the "secret door opens near some stairs" foxed you because you saw the secret switch before you saw the right staircase. You also had the right idea for the MH secret but the jump has to be 'pixel perfect' (I think you can rocket-jump up to that opening as well)
You also highlighted at least two flaws - fullbrites in a ceiling texture that I missed that you clearly thought was a secret of some kind; and a 'seam' in some brickwork where the texture was mis-aligned. Oh, and the end cut-scene didn't work correctly where a rock falls from the cave ceiling and the bridge collapses into the lava - you may have ended the demo before that showed up but I am not sure.
Thank you for taking the trouble; I'll watch out for demo number 2 :)
Generic
#94 posted by Mike Woodham on 2013/07/31 19:43:11
And one thing I forgot to mention - I noticed that one time you accidentally backed onto a music switch and turned the music off, but then went back and switched it on again. Oooooh, thank you, thank you, thank you.
#95 posted by Mikko on 2013/08/02 16:24:43
This was a very challenging mini-episode. Close-quarters combat in the second map was a nice switch from the other, more open maps. Figuring out the guardian statue puzzle for the end was pretty challenging too; I found only two runes, had no idea where to look for the rest but luckily I found that pentagram. However, I rocketjumped to get there because some gates had come down so I'm not sure if this was the "official" way of doing it. I also had to cheat once, in the last map: That platform that goes up when you step on it, surrounded by lava, I assume I was supposed to jump to the ledges where the knights were but I jumped back to the stairwell so I got stuck. The way I see it, this was a design faux pas as you're not supposed to make it so that the player can get permanently stuck.
Anyway, here's a demo of the entire thing, in eight parts. I didn't die that often really, mostly had trouble with the running-vagina type monsters (their projectiles were faster than I remembered) and those gatekeeping gargoyles:
http://www.freefilehosting.net/mikkowalk
Mikko
#96 posted by Mike Woodham on 2013/08/03 17:50:35
Just watched the first two; really nice. Thanks.
Once again I noticed that the end cut-scene didn't work. Actually, it's not a cut-scene as such, it's the end camera view that all maps can have but I have things going on in the map. Perhaps there is something about the demo recording mode that bypasses the final camera?
I am not sure about the platform problem you mention. I am not aware of anywhere you can actually get stuck, even though it may be difficult. For example, in the second map near the beginning, if you don't get across the bridge before it withdraws, you can jump on the beams and if you hug the walls the pendulums can't get you.
But I'll watch the rest of the demos and see if I can work out the issue.
Mikko
#97 posted by Mike Woodham on 2013/08/03 20:41:32
Yup, a design faux pas! Mind you, I was surprised that such a skilled Quaker as yourself didn't use a grenade jump ;)
One missing rune is by the giant imp statue that overlooks the large cave (in plain sight), and the other is behind the "must be hiding something" door that you can get to from the roof that leads to the Pent (drop down behind the door). You could also clamber along the top of the beams that also provides access to the Quad. When you get all four there is a cut-scene that shows the Guardians exploding, meaning that you can get to the GK door without needing the Pent.
Really enjoyed watching the demos, so a big thanks for sticking at it.
Demos...
#98 posted by generic on 2013/08/04 17:24:12
1st run of the second map in 4 parts:
http://www.quaketastic.com/upload/files/demos/generic_fmb_bdg2b.7z
What you do get to see:
More derping into lava and onto window sills. Getting good and confused at the gold/silver key/door setup and doing some un-necessary backtracking. Shooting secrets that I eventually figure out.
I enjoy the music in these maps. It really adds to the ambience :)
Just one more to go...
Generic
#99 posted by Mike Woodham on 2013/08/06 17:45:15
Another great demo.
And another flaw. I had switches to drop the barriers to the lavamen area should you double back from certain areas but not by your particular route. Yes, your 'player stuck' message was correct (although you could have rocket jumped up to the window if you had backed into the cave area, and that would have got you back to where the silver key was).
Perhaps I was being a little too clever in trying to give the areas some degree of 'searchability'.
#100 posted by Mikko on 2013/08/07 14:05:31
"Perhaps there is something about the demo recording mode that bypasses the final camera?"
Yeah probably because I did see the cutscene so no worries.
"Mind you, I was surprised that such a skilled Quaker as yourself didn't use a grenade jump"
Yeah somehow I completely forgot about even having the weapon at that point.
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