#10698 posted by Spirit on 2011/01/11 21:07:13
Please find a way to make the player not notice them. It is breaking immersion or hinting at "death ahead" otherwise.
Yeah
#10699 posted by ijed on 2011/01/11 21:24:21
That's why key doors are good.
Spirit++
#10700 posted by SleepwalkR on 2011/01/11 21:57:45
Also, before hard fights would be useful.
Well it's hard to make the play avoid noticing them, since they will always cause a slight jerk when they fire.
I plan to release a beta soonish so if I've put in to many I'll find out then I guess :)
Suggestion
#10702 posted by necros on 2011/01/11 22:46:58
use 'save autosave' and then have your trigger command bind f8 to 'load autosave'. that way it doesn't interfere with standard quake saves.
#10703 posted by gb on 2011/01/11 23:15:26
The saving jerk might be minimize-able.
#10704 posted by gb on 2011/01/11 23:19:30
umm, and about placement, basically make sure the player doesn't have to re-do difficult or time consuming tasks, like a puzzle, a trap gauntlet, a jumping / platforming thingy, or a larger fight.
The #1 reason for frustration is "Oh no, now I have to do all that crap again just to get back to where I was." So after the player did "all that crap", ie beat a challenge, give them a savepoint / checkpoint.
In complex, Half-Lifey maps the checkpoint density is going to be higher than in DOOMish maps, naturally.
Autosave
#10705 posted by ericw on 2011/01/12 00:35:40
Did you guys see my autosave engine patch? It saves when you pick up health (with certain restrictions, like no more frequently than every 30 seconds).
http://www.celephais.net/board/view_thread.php?id=60172&start=320
I've been playing a lot of maps with it over the past few weeks and it works pretty well; the slight pause is only noticeable on really big maps. I couldn't go back to manual saving again!
Gb
#10706 posted by Spirit on 2011/01/12 08:52:56
The #1 reason for frustration is "Oh no, now I have to do all that crap again just to get back to where I was." So after the player did "all that crap", ie beat a challenge, give them a savepoint / checkpoint.
The #1 reason for frustration is the crap itself. Make good maps, then there is no need for holding the player's hands.
Wrong
I love czg03, but if I died in the middle without having quicksaved I wouldn't be willing to replay it from the start all over again.
Woo Another Limit Warning Yays!
MAX_MAP_NODES
Only came up with it during a compile with a leak, after fixing that it hasn't, but again, curious as to exactly what it's refering to :)
You Might Find This Very Interesting
#10709 posted by RickyT33 on 2011/01/12 18:07:09
Zealousness.
http://qbism.com/index.php?topic=12.0;wap2
Written by AguirRe (Bengt Yardrup who wrote TxQBSP and TreeQBSP, and the core of the lighting and vis tools which most of us use) the above linked document contains a lot of explanations for a lot of the errors and warnings.
#10710 posted by rj on 2011/01/12 18:54:10
i agree with otp over spirit re: replay frustration. just because something is fun when you first play it through it doesn't mean that being forced to imminently repeat it all will be fun too. and even if it isn't a particularly *fun* section, getting through it the once will probably feel rewarding. erase that reward and then it just becomes frustrating..
so this is a positive development
Thanks Ricky :)
Also, I'm finding some ideas where a single map probably isn't enough to fully demonstrate and tutor the player. You want to have a unique sequence, but it may just be impossible to fully equip the player before they go in. This is particularly true if you are making something trap infested.
Although it's bad practice to expect the player to need to repeat something, I think it is unavoidable in many places. It's also a very easy situation to reach if you want to challenge the player. Showing the player exactly what's going to happen and when, AND giving them a really tough challenge (which I want to do for skill 2) is very very difficult.
I think it's an issue for skill 0 and 1 which are the skills I'm most worried about getting wrong. If you don't have thick skin then skill 2 isn't for you period.
Plus I happen to think that if you aren't dying at least a bit you aren't *really* being challenged. Thinking how much I died trying to get through the mega hard WADS of Doom 2. You do get a sick satisfaction out of it, even if you did quick save a lot.
Re Rain
#10713 posted by Spirit on 2011/01/13 16:56:20
http://www.quaddicted.com/stuff/koohoo_lightning.avi
No actual rain there, I don't really remember why. Anyways, i love the atmosphere of that. Used Quoth and samples from the freesound library iirc.
Spirit
#10714 posted by Vondur on 2011/01/14 09:08:03
nice!
#10715 posted by necros on 2011/01/14 20:47:12
that is really really awesome looking (and sounding!) spirit.
i actually remember when you first posted that like... a couple of years ago, and it's still great. it's amazing what a few sounds and flickering lights can do.
Hammer 3,3
#10716 posted by DaZ on 2011/01/15 18:43:44
anyone got a dl link handy? I seem to have lost my installer :P
Also, I just upgraded to an i7 system at Christmas so if anyone has any vis-killing maps they want compiled feel free to throw them my way and I'll throw them at it :)
Quakeone.com/qadapter
#10717 posted by jt_ on 2011/01/15 23:28:41
I think it's there.
Thank You!
#10718 posted by DaZ on 2011/01/16 00:11:26
#10719 posted by kaffikopp on 2011/01/16 13:41:06
I'm having a really strange and annoying problem with a particular section in my map. The player won't step up the third stair step in the image, even though it's the same height (16 units) as the other steps, but when hugging the wall it works, otherwise the player has to jump up the step. Weird thing is this staircase was copied from another area, and the other one works just fine. I even tried making it from scratch again, deleting the curved walls and trim surrounding it to see if that would fix the problem, but no luck. No thin faces/microbrushes/etc shows up in error searches either.
http://img199.imageshack.us/img199/9302/tmpquark000070.jpg
my brain
Obvious Clipping Issue
#10720 posted by JPL on 2011/01/16 15:03:17
The way the stairs is build certainely create a clip that prevent the player to move forward.
It happens generally at the junction of 2 polygons... It happens sometimes.
What you can do is to add a very tiny clip brush onto the faulty are in order cover the stair and prevent the issue....
You can also check the polygon corner coordinates to check whether it is still on-grid after copy-paste... and correct it if it is not the case...
Armour Missing
#10721 posted by Mike Woodham on 2011/01/16 20:52:47
I have some armour resting on a 16 unit wide bar. When I load the map, it is not there and I do not see a 'bonus item fell out of level' message. Is there a minimum amount of 'support' that is required to hold armour in place - I tried a clip brush and that had no effect.
I have a horrible feeling that this is one of those things that everyone else knows about except me!
Spiral Stairs
#10722 posted by ericw on 2011/01/16 21:15:00
Maybe try making the stairs a func_wall, or even making each stair a func_wall? Spiral staircases are pain :-/
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