The Grim Etcetera
#107 posted by ijed on 2007/05/19 17:00:48
The Polyps were toned down after Contract Revoked - thier attacks used to be a bit more fearsome and rapid fire. Now its fairly rare to be killed by one, unless they're used next to a hazard - lava / slime, where thier push ability comes into play. I'd be in favour of just upping its damage to 2 or 3 (I think it's 1 per hit now) and maybe doubling the rate of fire - resetting them to how they were to be honest.
The difficulty of the maps is there from the start and continues all the way through. Its fairly easy to get blaise about always playing on hard / NM - then play Nehahra on NM and realise Quake normal on NM isn't too tough.
The secrets range from stupidly easy (Haunter of the Dark, Bile Plant) to very complex (Shadow Tower, Sealed City) but there's so many in each level that casual players will almost certainly come across a handful.
The scale of the maps is too massive to cope with - its a bloated Nurgle of a pack, but something of this type didn't really exist before. Future projects will be different, since I think I've exhausted (beaten like a dead horse) this play style, for now at least.
The naming of stuff I generally come up with when hungover, which is where the sarcasm / grim humour comes from. The best thing I named in the pack is Harsh Angled Edge, poking fun at my own mapping as well as creating an allusion to Lovecraft - his descriptions of R'lyeh.
Sielwolf, those demos are excellent. The mental anguish practically leaks out of the screen, especially on warpc. Sorry ;)
Again, I tried to make a demo of warpc during my lunch hour the other day and failed miserably upon reaching the church style chambers after the tower - fried by a Gaunt.
It Might Be A Stupid Question....
#108 posted by QRaven on 2007/05/19 19:49:00
But will there be any QC source release? Or the Quoth QC is not releasable?
#109 posted by ijed on 2007/05/19 20:04:14
AFAIK Kell + Necros will release the source for the current version of Quoth once the new version is finished.
The only reason there's a Warp Spasm folder (as opposed to running inside the Quoth folder) is because I swapped out some resources (models, sounds) apart from those it can run inside the Quoth folder normally, assuming its own engines are used.
Post 107.
#110 posted by Shambler on 2007/05/19 23:14:55
+1 informative.
I think the Polyps serve a useful function that doesn't require increasing their damage. They are mobile, relatively hard to hit, unnerving in their appearing act, explode with damage, AND although they do little damage, the effect on screen is as if there is a lot more damage being done. They are a tool not to damage the player but to unnerve the player, IMO.
On the subject of Quoth monsters. The "Shambler-class" monster with 4 tentacle arms that shoots fireballs at you - is that a Gug or a Drole? Anyway, I really really do wish that they actually had to make contact with you to hit you, rather than randomly slapping you and damaging you from several feet away with no contact. Not that it makes them any different to fight, but it does bug me.
Like Death Guard
#111 posted by ijed on 2007/05/20 00:10:45
I Have Realised.
#112 posted by Shambler on 2007/05/20 12:13:02
This is a very important Quake release overall.
Well Siel,
...just went through warpC with the help of oyur demo... Quite satisfying, I must say,but, what happened of the following levels? Especially warpD is a pain in the ass secrets-wise... Would you mind record full runs of those, too?
I'd appreciate it a lot. Nice work, keep it up....
#114 posted by Spirit on 2007/05/20 19:04:09
This is a very important Quake release overall.
Indeed, ijed has a great gift for creating a freaking evil and hostile atmosphere on Quake maps (which is nice of course).
#115 posted by ijed on 2007/05/21 01:07:50
Kind of hard to reply to those comments without sounding like a prick.
Thanks.
Hopefully it'll galvanise others so that the Q1 community beomes even more active.
For The Community!
#116 posted by gone on 2007/05/21 14:48:15
keep them coming
Warp D Demo
#117 posted by Sielwolf on 2007/05/21 18:03:06
all secrets, 664/666 kills, 59 minutes. Ran nearly out of ammo halfway through and was in single digit health several times, *aargghh*
http://shub-hub.quaddicted.com/files/demos_singleplayer/warpd_sw59.rar
Ijed/Silent: thanks for your nice comments, glad you liked the demos :)
P.S. Would be cool to see someone doing warpe or the secret map, those are not that large.
Granted...
... If I had da mad skillz to get through a level on first attempt without trusty F6, I'd record warpe and the secret map... wait! Is there a secret map? Told you I needeed a walkthrough....
Oh, well... I'll try and record a coupla demos anyway, so you people will get at last a coupla minutes laughing your **s off at my sorry skills...
Why Don't You Try
#119 posted by aguirRe on 2007/05/22 10:18:53
recording a demo on coop 4? I did on demo2 ...
#120 posted by gone on 2007/05/22 11:07:23
care for criticism ijed?
Speeds
#121 posted by ijed on 2007/05/22 16:44:52
I there's lots wrong or that could be better in the design; criticism means I'm less likely to make the same mistakes again.
Warpe will be practically impossible to speedrun - the end battle is a very tense affair, despite the quad and can boil down to a combination of good skills and pure luck.
The secret level is accessed at the end by finding the four three rune shrines and playing in nightmare.
????? Ijed?
In that order? I mean, I must play on NM and get the runes or get the runes and then play on NM?
Also, I already found 2 runes but they don't appear in the HUD, what's up?
And last, on the sheer constructive criticism, there are still items(health, mainly) going through walls with their edges.
But, you already know how huge a fan I am of this pack, don't you?
Ijed?
In that order? I mean, I must play on NM and get the runes or get the runes and then play on NM?
Also, I already found 2 runes but they don't appear in the HUD, what's up?
And last, on the sheer constructive criticism, there are still items(health, mainly) going through walls with their edges.
But, you already know how huge a fan I am of this pack, don't you?
Damn...
... sorry for the double post....
No Runes
#125 posted by Preach on 2007/05/22 17:45:05
The runes don't show up because Quoth uses the Rogue HUD to accommodate the new weapon icons, instead of the standard one. You still collect them fine.
#126 posted by Ankh on 2007/05/22 19:43:58
there are still items(health, mainly) going through walls with their edges
I thought this was intentional...
Nightmare
#127 posted by ijed on 2007/05/22 20:33:38
Is selected at the start of the pack - so thats when you get the rune. They're all still collected even though you don't see 'em. Could work better but does function.
There's four rune shrines in total, each one a secret, though only the first three hold a rune.
The boxes aren't supposed to clip with anything - the same as you're supposed to be able to easily pick them up.
Thanks To Everyone.
Now it's clear. Gonna try.
No problem with picking up items, it's just a matter of looks, really.
Nothing major, anyway.
TS
GWAAAHHHH!!!
#129 posted by Myself on 2007/05/23 22:13:54
I am stuck on the Sealed City. There's this part where you go into this gate in a crack in a wall, and you end up on the rafters over top the room you were just in, right, and when you go through the gate at the other end, you just end up on this ledge where you cant do anything but jump off to a place where I've already been. HELP?
There's Shamblers In The Place You've Already Been, Below
#130 posted by ijed on 2007/05/23 23:11:03
Kill them on the flesh blocking the corridor beneith the ledge you're stood on, Myself, gibs.
Which allows access to the Fire Temple.
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#131 posted by ijed on 2007/05/23 23:12:35
Kill them 'and' the flesh . . .
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