#1 posted by
Trinca on 2007/10/20 22:47:11
zommmg never saw a map start with so many warnings :\ and items fall out of map...
dispiste that i only played 30 seconds and look kind of impossible on hard... will try again later on...
Doh !
#2 posted by Barnak on 2007/10/21 06:48:14
Can't open this map. Quake says there's a program error, when I attempt to load the map from the console.
What gives ?
Hm
#3 posted by Eisenfresser on 2007/10/21 09:09:46
with qrack i cant see either the weapons, items or monsters - and THATS not even on skill 2 :-D
gonna give it a try later with some other engines.
#4 posted by
Trinca on 2007/10/21 12:11:45
guys only AguirRe's engine runs it ok, forget about others...
Read The Text File FFS
#5 posted by
negke on 2007/10/21 12:24:45
This map has to be played in engines with maxed limits such as aguirRe's or Darkplaces.
A nice map for sure, despite its unfortunate construction/size. Nice details and theme. Very hard on normal until the SK bars, from then on there was almost too much health/armor. Apart from that, gameplay was ok, with some exploration in the first half (although it is somewhat easy to get lost). There are several shortcuts (speedrunner to the fore), e.g. from roof to SNG room, and from Pent secret to middle balcony - i was mildly tempted to take one because I couldn't find the third tower at first. The explosion was cool, didn't know it could be used like this.
Some of the monster spawns seemed unncessary, especially since they were not silent - then again, it was probably better to avoid packet overflow or something. One fiend was stuck inside the wall at the bottom of the third tower and the invincible bob was a little annoying (though on second thought it wasn't so bad really, kind of like an environmental hazard)- any idea what causes its weird behavior? "delayspawn" is not a field. The sudden ending immediately after killing the Gug came as a surprise.
With such a large map, exceeding the marksurfaces limit is probably hard to avoid, I guess, but there are still some ways you could have lowered it at least a little more. Many of the func_wall'd structures didn't bring much of a benefit due to the way in which they were done and now only confuse/look odd when disappearing. The windows for example: func'ing them completely (with frames) won't do much. Rather only include certain parts of it in the func_wall. The fewer brushes touch, the better, even within funcs. The lights on the walls could have been turned into funcs as well (possibly illusionaries) or added to the wall textures - grouping textures is generally an apt way to lower the count. Finally, the crates and floor lights could have been moved up a little from the floors as well. Depends on the lighting of course and thus requires a lot of testing.
Anyway, good work still.
Yeah
#6 posted by
RickyT33 on 2007/10/21 13:58:22
AguirRe's engine rocks!!
Darkplaces works does it?
Are there any commands that can be used to stop func_walls dissappearing? There were two bad ones when I played it, as you go into the corridor for the SK bars, and the roof of the SNG room.
Anyone ard enough for nightmare?
I had to make a lot of func_walls to get it to compile. Vis groups are not much good for one big arena!
If you wanna have a laugh, try easy.
If you wanna have a good game, try normal.
'Ard and Nightmare are for psychos.
Anyone find the pentegram secret yet?
Anyone ard enough to post a demo on hard or nightmare - would be a god of Quake!!
Which Items Fall Out Of The Map!!?!
#7 posted by
RickyT33 on 2007/10/21 13:59:40
#8 posted by
Trinca on 2007/10/21 14:05:24
RickyT23 put developer 1 in console and then run map :)
i didn�t finish iet but map got a real nice places... i give a final feedback soon
#9 posted by
Trinca on 2007/10/21 16:15:25
ok, finish the map...
1- good stuff brush work, lights and exploracion is very nice... enjoy it a lot!!!
2- gameplay in my opinion is crapy and most of times unfair and not fun at all...
hope you make more maps i enjoi this one...
sorry my negative in gameplay but i didn�t like much sorry :\ and i�m one of mappers that like to add many monsters... but not that much and not as unfair like in this map...
#10 posted by
Kell on 2007/10/21 19:29:34
and i'm one of mappers that like to add many monsters... but not that much and not as unfair like in this map...
Wow! If Trinca says you have too many monsters in your map, you might want to listen :P
Well...
#11 posted by
Orl on 2007/10/21 19:35:44
It's not so much the fact that how many monsters there are, its what they are. And the majority of them are grunts and enforcers. The Rocketeer and the Defender are what really ruin it, and make it not fun. They have have some pretty unfair weapons...
This is probably the hardest Quake map I have ever played, I still haven't been able to finish it on hard without cheating.
RickyT23, are YOU able to beat this map on hard skill?
Im Workin On It!!!
#12 posted by
RickyT33 on 2007/10/21 20:18:49
I can get up to the second tower, havent had much chance to play it this week cause its been compiling.
I figure if I can make it up to the second tower on Nightmare, someone must be able to get further. After you get the GL it evens the score a little.
Easy and Normal are quite playable tho!
Orl gave me a demo of him doing normal straight thru, 1st attempt!!
Clue: extra armour and health in first room after 1st lift. shootable tex above shells on floor (might be hard to spot, 32*32, at top of vertical post at side of room).
As for RickyT23 Nightmare Sickbase demo, watch this space (hahahahaha!!!)
Is It Possible
#13 posted by
aguirRe on 2007/10/21 20:40:36
for me to get the zipped source map?