Feedback
#117 posted by sock on 2014/01/19 12:18:25
@Orbs, wow that is an awesome nightmare run, I loved the rocket jump from GK to the MH secret. The upper route via the church is certainly the best way to get all the powerful weapons first. You are the only person I have seen so far who saves the GA behind the demon door. (I designed it as a boast for the final battle)
I watched your bug demo (zendar_buggy_secret) and you are talking about the YA behind the demon door, but I don't understand how this is a bug? unless you are talking about the shootable door?
Bug
#118 posted by Orbs on 2014/01/19 17:03:37
Yeah the YA, the secret just doesnt register sometimes, actualy quite often
BugHunt
#119 posted by sock on 2014/01/19 17:22:05
@Orbs, now I understan what you mean in your demo, I was not sure what you highlighting at first.
The func_door bmodel has one target pointing at a func_secret bmodel with a notouch option. It is extremely odd the door is not firing its target, I checked all skill levels and I cannot get the bug to happen with the Fitz/MarkV engine. What client/version are you using?
Same
#120 posted by Orbs on 2014/01/19 19:39:08
i was accidently usign an older fitz version at first (085) but im pretty sure when idid the nightmare 100% i noticed it and switched tomark V (due tomultidemoplayback)
I'll check if i get the bug in other clients
Bug
#121 posted by Orbs on 2014/01/19 20:09:42
got it in fitz 0.85 mark V and darkplaces within a couple of trys (skill 3). i didi take the sameroute as in the NH 12:07, other routes it happens less. I think it has to do with max_edicts
Commandline
#122 posted by Orbs on 2014/01/19 20:13:57
+max_edicts 2048 increased it to 4096 still happened first try:)
Odd
#123 posted by sock on 2014/01/19 20:55:56
I've got no idea why it happens, I still can't get it to happen for me. I have run the map several times with your route on nightmare skill (god mode) and everytime I shot the door, the secret triggers. I tried different clients Fitz/MarkV/QS and they all trigger fine. I tried to use r_showbbox on your demo to see if the trigger_secret entity is missing but I can't get that information.
Can you do a savegame before shooting the door? Then at least I can try to debug it better.
Got A Sudden Day Off
#124 posted by Orbs on 2014/01/20 11:12:29
so that should be np,just waiting for the gf to go work before i start any game:)
Safegame
#125 posted by Orbs on 2014/01/20 19:45:10
http://members.upc.nl/verorber/demos/s0.sav
i probably noob this up, since it opens it as text, but i geuss you can just copy paste that into a new file. Or enlighten this noob how to do it properly
Pandora's Save File
#126 posted by sock on 2014/01/20 21:16:52
@Orbs, no worries I opened the file in my browser and saved it locally. Probably the best solution would be to rar/zip it.
I compared the saved file to a fresh one from the start of the map (using my client/config setup) and there is certainly some weird stuff going on. I replaced both the door and secret trigger with versions from my "clean" version and it made no difference. I even checked all the header information and could not find anything out of place.
I went back to the church and killed all the monsters and then went back to the secret door and it works! I think there is something deep within the Quake engine that is having a horrible time with this map. It certainly breaks lots of limits and this save file sort of proves it.
I need to create a special progs.dat file to check out what is going wrong with the door entity and why it is not firing any triggers. It's weird how the door/secret entities function after the body queue has been updated with plenty of fresh head models.
No.
#127 posted by Shambler on 2014/01/20 23:06:11
You just need to make maor maps!
Cool:)
#128 posted by Orbs on 2014/01/21 01:40:10
Though i must admit i kinda loose you on your last paragraph, I think my geuss was not far away from happens as i noticed it happened more often as i stirred up more (one of the nice things about that route was you can cause infighting from high up a couple of times). Maybe this way you/the community can to stretch the limits of the old baby even more, one of the things about this map i realy liked is was how smooth it played for its size. And some maps from just as experienced mappers just play much less smooth.
Feedback
#129 posted by sock on 2014/01/24 17:29:48
@Orbs, are you using a custom/special progs.dat file with this map?
@Shambler, I am, but for my MOD only! :P
Nope
#130 posted by Orbs on 2014/01/25 15:21:52
even didnt load my cfg in that safegame (isnt much special in it anyway)
Wow
#131 posted by Tronyn on 2014/01/27 03:08:49
Finally played this, wanted to wait until I had an open, stress-free evening at home. Probably my favourite map in years. More feedback in my forthcoming review.
The Year Of Quake
#132 posted by sock on 2014/01/30 03:51:51
@Tronyn, thanks for the kind words, it sounds like you enjoyed the map. I hope you found the secret garden and got to play on the rooftops!
Well that concludes my year of Quake mapping!
It all started with a small Midnight Stalker doddle, followed by an obsession with bricks called Backsteingotik, a journey across time with the Ivory Tower and finally a stroll through the City of Zendar.
All links above have new screenshots, loads of map waffle on how the maps were made and finally a completed 2013 news update!
Thanks everyone for the comments and hours of demos, I hope you enjoyed my Quake SP maps as much as I have enjoyed creating them.
No Thank You
#133 posted by nitin on 2014/01/30 05:27:29
for these amazing maps!
Sock !
#134 posted by Barnak on 2014/01/31 15:21:36
I'll throw an army of shamblers and fiends at your ass, to chain you on your desk and force you to make more Quake1 maps.
Even in 2014, Quake1 and Quake3 are the **ONLY** worth games on a computer. All the rest simply suck !
Ya
#135 posted by Tronyn on 2014/02/02 00:04:29
In my article "The Lingering Legacy of id Software's Quake: A Glimpse into 13 Years of Darkness" I divided the history of the custom levels into the classic, intermediate, and modern Q1SP periods. Other commentators suggested dividing it into classic, Quoth, and Drake periods. Well, if we aren't getting any more Sock maps, and even if we were, I hope that your work ends up being influential enough that Q1SP post-2013 could be called the Sock period.
#136 posted by Trinca on 2014/02/02 00:45:56
thank you for so many awesome hours playing your maps!
Hope to see more in a near future, u are a really talent guy!
Yes, Thanks For The Great Maps.
#137 posted by kaffikopp on 2014/02/02 02:05:36
Hope we'll see some more from you someday.
Bravo Simon!
Of course assuming these are relevant at all. Because no offense to Kinn, but Marcher was still considered the best Q1SP in 2013 because it was big and had hordes?? Tronyn please get your arrested development fixed.
OTP
#140 posted by Tronyn on 2014/02/02 12:09:38
I don't understand: you think I was saying that Marcher would still win by current standards, based on hordes and size? Of course not. I released Wicked, and I don't think Wicked topped Marcher, even though it was larger and had more hordes. I was trying to praise Sock for showing all of us a different way to kick ass.
I meant everything I said in that review. But are you really going to challenge 20/20? Are you saying this map doesn't show a great new way for Q1SP, as rooted as it is in oldschool design? I don't understand the hostility. Can't I, quite honestly, express how joyful my experience of this map was.
Review Seemed Fine To Me.
Though it was more about how awesome Sock was than a critical assessment of the level ;)
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