#12385 posted by qwater on 2015/06/01 12:37:53
@shambler what is so genious about it? I mean, breakables already been made in hexen.
yeah, it looks cool and, as it was noted by necros, I like that monsters can destroy those specific brushes on their own.
But I wouldn't call it genious anyhow.
#12386 posted by - on 2015/06/01 14:07:10
But I wouldn't call it genious anyhow.
Don't worry, you won't ever have to worry about anyone mistaking you for a genius.
It's Not So Much Breakables
#12387 posted by nitin on 2015/06/01 14:25:51
but how the video shows that feature has been implemented, both from an AI sense and a mapping sense!
#12388 posted by JneeraZ on 2015/06/01 15:43:42
My one complaint is that it sometimes lack a little clarity in the visual language -- i.e. these brown bricks are breakable, those ones aren't -- but I'm sure sock will sort that out before release.
#12389 posted by JneeraZ on 2015/06/01 15:44:35
Yeah, and the way the AI interacts with it is cool. Makes it feel like a native feature rather than an add-on. Them pathing to a boarded over window and busting through looks great!
Agreed!
#12390 posted by DaZ on 2015/06/01 15:52:59
Needs some slightly different shade of brown for the breakable rocks perhaps. Or make the cracks more evident.
I know I'll miss it otherwise :D
50 Shades Of Brown To Make The Crack More Evident
#12391 posted by Spirit on 2015/06/01 16:30:05
so Daz won't miss it.
Its
All design language that needs to be done by the mapper. Honestly its well done ingame :)
can the breakables be made weapon specific... axe for wood, grenades and rockets for bricks, everything for glass?
#12394 posted by [Kona] on 2015/06/02 14:08:36
if we're talking a modern game, it would have a giant arrow pointing at the breakable, then perhaps a qte such as spamming the space bar to break said breakable.
Well
That wouldn't be far removed from spamming LMB.
#12396 posted by JneeraZ on 2015/06/02 15:32:29
I'm just talking about clarity of design. If some brown bricks break and others don't, that's going to turn a cool feature into something annoying.
And I don't pretend that sock doesn't know this ... I'm sure he does. :)
Escape From Your Cell
#12397 posted by aDaya on 2015/06/18 14:33:27
Escape
#12398 posted by adib on 2015/07/01 08:02:30
I enjoyed your map. I think it has a strong Doom feel, so you can say it's blocky by design. You're right, it's short, but it's consistent and looks good. I couldn't find any of the two secrets, but maybe it's just me.
I played it with the MarkV engine, without the Quoth mod.
But don't realease it yet. It probably has leaks, because all exterior surfaces are visible. You didn't just put the whole level inside a box, did you?
@Daya
#12399 posted by adib on 2015/07/01 18:48:06
Two things about this room in escape8.png you posted:
1- The open corridor above this room leading to the end is a nice touch. This corridor should have rails instead of solid walls, so the player can see the room below. It shows off your design and add to the "accomplishment" sense: reminds you of a fight you already had. Wich leads me to...
2- The room seems too big for too few/weak enemies. You feel like "what was supposed to happen here?". This is a big room with a valuable item, the YA. The battle here should be memorable. Maybe a Fiend room, not Enforcers'. Or maybe the enforcers would be in a level above, surrounding the room, giving them advantage.
P.S.: yes, I didn't play it with the Quoth mod, but hope these comments worth something.
#12400 posted by dwere on 2015/07/03 12:48:42
It's kinda strange to complain about the lack of opposition while playing without the mod the map was intended for.
It's Not A Complain,
#12401 posted by adib on 2015/07/03 18:14:33
I made the disclaimer. Didn't wan to play Quoth, but wanted to help anyway. The author can decide if it makes sense or not.
About (1): maybe it should be a corridor made of glass panels. It would show off the room below.
Update On Escape From Your Cell
#12402 posted by aDaya on 2015/07/04 01:09:17
https://www.mediafire.com/?449awkn0ijiw8kx
*Made some changes on the enemy placement
*Secrets are a little bit more noticeable
*Modified the bridge so you can look down on the computer area, even jump down here
Issues I can't seem to fix is destroying the first computer brush, light and ambient sound at the start of the map when the player shoots the computer
And yeah, it is a Quoth map so you kinda need it to get the full experience ;)
Nice One Day
it's a fun little map.
I'd make the nail gun a little more noticeable or prominent as I somehow managed to miss it.
I still managed to complete 90% of the map with just the shotgun and SSG so maybe tone down the ammo a little?
Also the room full of ogres, plasma dudes, flame guys etc is the best battle (although a bit hairy when you only have the ssg) I think this fight should be the last fight in the map?
Anyway, nice little saturday morning distraction!
S'more Small Tweaks, Like Make The Nailgun More Noticeable
#12404 posted by aDaya on 2015/07/04 14:38:57
:D
#12405 posted by adib on 2015/07/07 07:34:42
Played with Quoth now. It makes it harder, indeed. I like the new nailgun position. Like that you made the secret door slide in, not out. I wouldn't change anything now, but that big room...
In nightmare mode, I just stayed at the top of the stairs, behind the glass, killing everything that tried to climb with the shotgun. Maybe some enemies would activate when you get in, other wave when you get the YA, and finally the worst wave when you get the silver key. Maybe that stair would be broken, so it's a one way only into the room and you have to cover beneath the computers, and not just climbing the stupid stairs again.
I was actually waiting for it, but it didn't happen. I took a breath before getting the YA and another before getting the key, waiting for the worse... but nothing happened.
Just my 2 hundred cents, though. The level is already a lot of fun the way it is! Nice work.
Today Is A Sad Day
Well That Sucks
#12407 posted by starbuck on 2015/07/09 23:27:50
#12408 posted by [Kona] on 2015/07/10 00:22:26
Well it's up on moddb, 99% of what goes up on moddb is bound to be cancelled eventually. At least it didn't drag on for years like most of them.
Maybe he'll come back to it one day.
Don't Panic
#12409 posted by DaZ on 2015/07/10 00:42:25
just be patient :)
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