#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.
#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.
It Aint Over Til Its Over
#12410 posted by
mfx on 2015/07/10 01:31:11
^
#12411 posted by
- on 2015/07/10 01:31:20
Listen to Daz and be calm, all is fine.
ALSO LISTEN TO MFX THE SNIPER
#12412 posted by
- on 2015/07/10 01:31:51
Another Update On Escape From Your Cell
#12416 posted by
aDaya on 2015/07/11 01:26:11
*Fixed the readme file
*Fixed some geometry errors like clipping brushes
*Added a new spice to the final fight
*Fixed ogres appearing at the wrong skill
https://www.mediafire.com/?449awkn0ijiw8kx
@Daya
#12417 posted by adib on 2015/07/12 20:44:01
Nice! And talk about EXTRA spice.
It's Out
#12418 posted by adib on 2015/07/12 20:55:44
I'd like to hear your thoughts about this 1v1 deathmatch level:
https://drive.google.com/open?id=0B3Ww0W8WFfq7ejJqTFRONUNUUEE
The textures are mine, except for the stock Quake teleport. The skybox is derived from a Q3A skybox I took from
.:lvl:. The sky texture (for those who don't like skyboxes) is derived from a picture I found at http://thefulldomeblog.com/ All credits will be in the final version.
To make things easier, the zip contains the level, the Reaperbot and MarkV executable. Just run markv.bat on Windows and you're set. To add a bot and start the deathmatch, just press B. I recommend to add just one, it's a tiny level.
I wasn't cheap on geometry. Think I pushed the limits a little.
To do: music (it's being made by a friend).
Just let me know your impressions.
Also...
#12419 posted by adib on 2015/07/12 20:56:16
... it doesn't have a name yet, and I'm open to suggestions.
#12420 posted by
Spirit on 2015/07/12 22:46:44
Super pretty! Reminds me of counterstrike
No idea about DM.
Never ever put a id1/config.cfg in a download. >:D