 JPL:
#109 posted by metlslime on 2011/02/20 23:36:58
Not yet, but I plan to release one soon.
 Cool !
#110 posted by JPL on 2011/02/21 16:06:10
Thanks ;)
 Easy Skill
#111 posted by Mandel on 2011/02/22 20:50:10
I've always preferred easy skill over any other skill and I'm quite happy with the recent movement towards making easy skill easy again. The maps in this pack were enjoyable on easy skill (survivable without feeling empty).
<quote>one person who didn't realize what it was they were skipping until they backtracked</quote>
If this refers to me I'm still not realizing anything! My sense of direction is a joke but I'm happy to have found my way to the exit in all 3 maps!
 I Thought I Hit The Preview Button
#112 posted by Mandel on 2011/02/22 20:50:49
Sorry 'bout messing up the quote.
 Mandel:
#113 posted by metlslime on 2011/02/22 22:16:53
i can't remember now, but somebody did the trickjump and then backtracked into the trap_shooter hallway not realizing there were trap_shooters there.
 Review Coming Soon
#114 posted by Tronyn on 2011/02/22 23:49:55
I thought this was awesome, the perfect mix of oldschool and new. hopefully we see these textures/features in other projects as well.
I like that if you speed run CZG's map he has a message telling you :)
Also I can in theory get it under two minutes, in practice I keep dying :P
#116 posted by metlslime on 2011/02/23 00:23:59
oh yeah, speedruns! I'd love to see some people attempt a speedrun on these maps. I guess with SDA in hibernation they won't pick up on it soon. (plus I think I'd need to release the source so they can add their grenade timers or whatnot.)
 Correct Metl...
#117 posted by distrans on 2011/02/23 01:20:01
...and might I say, thankyou! I was totally absorbed. Am now looking forward to knocking out a section for Rubicondom 2.
Favourite moment: argh, why is that enforcer chasing me so hard. Oh crap, that's right...
CZG - back in the saddle, again soon please.
 Some More Demos Metl & CZG
#118 posted by RickyT33 on 2011/02/23 02:02:49
Firstrun for CZG (yours was rub2m3 right?) - just dripped of Portal (&HL) on what I have seen so far. Moments of Doom 3. Amusing panic-death 34 kills in :)
Metl here was my second attempt at rub2m2. Got about 80% in on skill 2 this time :)
Both files:
http://www.quaketastic.com/upload/files/demos/rubicon2_rickyt23partMillion.zip
 Well Done!
#119 posted by erc on 2011/02/24 22:10:26
Without a doubt, these three are among the best of non-id base maps Quake has ever seen. All the custom content fits right in, enhancing the atmosphere immensely. Masterful brushwork, effective lighting, high interconnectivity and a great flow. What more to say? Top-notch stuff.
First run demos on skill 2 - fitz085; 17/18/20 minutes, 100% kills, 5/21 secrets (if I remember correctly). Normally I'd hunt around more for secrets though I didn't want to bore you with my wanderings.
http://www.quaketastic.com/upload/files/demos/rubicon2_erc.zip
 Fantastic
#120 posted by ericw on 2011/02/26 00:21:25
Just wanted to say thanks. This was a great release, I'm looking forward to playing it again to take in everything!
#121 posted by necros on 2011/02/26 00:38:51
god damn, i still haven't had a solid chunk of time to play this. >_<
there's irony here, i'm sure of it.
#122 posted by amoe on 2011/02/26 23:41:27
Fantastic work. Coming back to Q1SP after about 2 years? I played on Hard, expected to get my ass handed to me, but didn't, so for me the difficulty was perfect - challenging but doable. rub2m1 was good but I missed the ladder to level 4, which was frustrating. rub2m2 was fantastic - wonderful architecture. One question, for rub2m2 I had to find the grenade secret by a fluke in order to grenade jump onto the yellow armour, which then triggers the turret. Is it possible to do that without the grenade jump? Seemed weird. Anyway the end of that map was great and very hard, I had fuck all ammo so tried to run past the centurions - what a mistake :) Just scraped out of it.
rub2m3 was beautiful! Really atmospheric map. Had some low fps on the open areas in Quakespasm. The map was probably the most enjoyable as it had the most action. Even though I got megahealth I still had to dodge most of the enemies in the second to last battle. Not sure how you can kill all those in such an enclosed space? I didn't have GL or anything like that so maybe I missed it, or maybe just am not good enough :)
Floyd was a great enemy, seemed cheesy at first but his bullets hurt a shitload and it's fun to practice dodging them. Lots of floyds in a small space are deadly, they're really fun to kill.
Kudos guys!
 Demos
#123 posted by quakis on 2011/02/27 21:13:53
Demos of each level, but not my first playthrough. I keep forgetting to record whenever I check out new releases;
rub2_qt.zip
Review on the way.
#124 posted by Orl on 2011/02/28 18:39:09
As others have said, beautiful maps with solid gameplay, not too hard but not too easy. Each map had its own unique touch and style, even though they were all the same theme. I didn't make any first run demos, because I wanted to take my time through each map, and really admire all the work and detail put into them.
Fantastic work metlslime and czg.
 Excellent Maps
#125 posted by mwh on 2011/03/02 03:18:53
Found all secrets reasonably easily on 1 and 3, 2 seems much harder for me for some reason... map 3 is also the most confusing in terms of progression, I think I did bits of it backwards. Oh well!
#126 posted by anonymous user on 2011/03/02 22:36:36
These new monsters would've really fit in Fort Driant
 Czg:
#127 posted by bear on 2011/03/03 00:18:33
At least in my twisted mind I imagine that your day job has left a mark on the style of your map.
 Weapons Of Map Production!
#128 posted by metlslime on 2011/03/03 10:33:50
Texture wad, entity.def, map sources, and quakec sources have now been added to the Rubicon 2 webpage, for anyone that wants to use this stuff. Note: even if your editor doesn't read .def files, you might benefit from reading through it in a text editor to learn about the entities -- all the new stuff is at the top of the file (when you see air_bubbles, you're done.)
#129 posted by Zwiffle on 2011/03/03 14:36:24
I don't know why, but that subject line is just lol.
Some centurions have learned to exploit the experimental technology of the flying platform to "phase" through solid matter. It is not currently known how this works.
None of this is in the centurion's qc. Did you have problems getting this ability to work (I vaguely remember you posting about an invisible + noclipping enemy), or was it another case of cutting scope?
 Onetruepurple:
#131 posted by metlslime on 2011/03/03 20:25:00
no, this is the same old "scrags fly through walls" bug that i could never fix, so i decided to claim it as a feature :)
 That's What I Assumed When I Read That...
#132 posted by mwh on 2011/03/03 21:13:55
 2 Out Of 3 On Monster Healths
#133 posted by Lardarse on 2011/03/04 01:36:59
The centurions felt like more than 150, though...
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