Love This Community
#13519 posted by
Giftmacher on 2016/04/09 22:32:46
Thank you so much for all the feedback, I have a pile of demos to review now. Although just by reading the comments I can tell the map is way too hard.
That is the problem of playtesting solo since you know everything, "oh this isn't so bad you just pick up these 2 secrets, avoid that shambler and go here!"
Bloughsburgh I don't know where the darkchoir.wav is originally from, I picked it up from a Q2 map. It says volume is capped at "1", can I make it go louder somehow?
I think, as you mention, a clear path is needed with the required weaponry and items to complete the map on skill 1. Then skill 2 can be the extra challenge.
sock, yes the feedback is in the mail, and man e1m4 is such a great map.. don't get me started, my wife will divorce me :)
Will start going through demos now, thanks to all of you, I'm looking carefully at your feedback.
Oh Oh Oh
#13520 posted by
JPL on 2016/04/09 22:53:01
Got an error message while loading the map: Mod_LoadBrushModel maps/ad_e1m3.bsp has wrong version number (844124994 should be 29)
I am sad.... :(
Haha JPL
#13521 posted by
mfx on 2016/04/09 22:56:34
get the latest Quakespasm or fitzmark5, this is a bsp2 map.
Suggestion To Giftmacher
#13522 posted by
Barnak on 2016/04/09 23:10:54
The final boss room don't allow exploration of the rest of the map. I suggest a simple hole bellow the final elevator to return back.
#13523 posted by
Giftmacher on 2016/04/10 11:08:08
Barnak good idea, there should be a portal back like in the original e1m3, or something similar.
#13524 posted by
negke on 2016/04/10 11:37:51
Don't use BSP2 unless you absolutely need it!
Mfx...
#13525 posted by
JPL on 2016/04/10 13:34:54
Ah, ok... will give it a try later... Thanks for the help ;)
And to concur with negke, would be better to make it a bsp map as far as possible :)
#13526 posted by
Giftmacher on 2016/04/10 16:10:52
Got it, switched back to normal bsp. On another note, a weird problem with colored lighting have occurred. I used this light setup in worldspawn:
Light Setup
_sunlight 200
_sunlight_color 180 255 190
_sunlight_mangle 250 -28 0
_sunlight_penumbra 8
_sunlight_dirt 1
_sunlight2 50
_sunlight2_color 180 255 190
_sunlight2_dirt 1
_dirt 1
_dirtscale 1.5
_dirtgain 1.3
_dirtdepth 192
_minlight_dirt 1
Then to add some color to windows for a "glowing" effect I added yellow colored light, like _color 0.9 0.9 0.2 on a light entity
But then the light entity emits darkness instead (no negative light value). It works fine with default color though?
Wild Guess
#13527 posted by
czg on 2016/04/10 16:25:28
You should be consistent in using color values either between 0.0 to 1.0 or 0 to 255.
Try _color 230 230 51 instead.
Not sure what is standard, but I think the compiler tries to auto detect what you intend, and probably got it wrong here.
In a fgd file this is the difference between using (color) or (color255) on the key def.
Excellent
#13528 posted by
Giftmacher on 2016/04/10 16:36:25
You are correct, thanks! :)
Crossbow Knight Variant
So it's still compatible we should change the default skin to a more "armoured" look so people can tell they take more damage than the dguard. But you can have a "dguard" variant that is weaker? Maybe just have a spawnflag setting?
Dark Choir
#13531 posted by
mjb on 2016/04/11 12:51:04
Ah, that's from Severance: Blade of Darkness!
I knew it sounded familiar haha. Works well with the skull wizards and wraiths.
Blade Of Souls
#13532 posted by
sock on 2016/04/11 14:25:31
Ah, that's from Severance: Blade of Darkness!
I played that game to death! loved it! pre-darksouls mechanics, crazy hard in places. I even made levels for it as the editing tools were released and easy to use.
Checkout the lead artist
website if you want some BoD style textures!
Oh Nice!
#13533 posted by
mjb on 2016/04/11 14:31:06
Wow, that is pretty awesome. I could see The Island of Karum fitting the Quake universe quite well with its dismal fog and dark tones.
Severance: Blade Of Darkness!
#13534 posted by
Shambler on 2016/04/11 14:46:09
Took me two goes to get "into" the game, the first go ended up with the game CD in several pieces. Once I got into it it was great - the combat was very satisfying once you pulled it off, and guess what it was controllable with any config you wanted, obvi-fucking-ously. Also had great lighting for the time.
Heck Yes
#13535 posted by
mjb on 2016/04/11 15:03:17
Also took a few attempts to get into the game as Sargon: the Knight. First run through was pretty bad and never took advantage of the combos (Lovely red swirls of death!). Second play was with the Tukrum:(sp) The Barbarian and fully utilized his ridiculously sized weapon's combos.
I even did a Let's Play of it because I wanted to share the passion that I found from the game's design. I recalled using that Dark Choir sound for an intro of one of the levels and sure enough I found it!
Ad_test3 - Phong Shaded 1
#13541 posted by
mfx on 2016/04/15 00:59:56
Ad_test3 - Phong Shaded 2
#13542 posted by
mfx on 2016/04/15 01:00:43
Ad_test3 - Phong Shaded 3
#13543 posted by
mfx on 2016/04/15 01:01:23