#117 posted by PuLSaR on 2017/08/05 20:04:12
Download 2 is updated is well
 Update Details ?
#118 posted by Barnak on 2017/08/05 20:19:32
While I'm downloading the update, could you describe in brief what are the changes ?
 Minor Fixes In Map Mostly
#119 posted by PuLSaR on 2017/08/05 20:21:39
Patch note
- modified readme to delete heapsize mention and mention that QSS R7 is unsupported
jam9_breezeep:
- fixed locked door after the silver key is obtained
jam9_muk:
- fixed missing sounds
jam9_newhouse
- fixed void
- fixed some alpha problems
- fixed racing elevators, they now have same speed value (so one doesn't go through the other)
- moved one elevator to the left in factory section, now gug with its huge box can move like it should
jam9_otp:
- added music track for the people who need it
- added ending message to the final fight
- fixed sky resetting to nebula skybox after loading a save
- fixed "textures missing from BSP file" error
- fixed pickups falling out of world
- removed erroneous colored light
- removed misplaced ladder handle
- moved some misc. entities around to make them easier to spot
- made some health pickups easier to spot and placed more health pickups overall
- reduced attenuation of "waterfall" sounds and placed more ambient sounds overall
- reduced strength of the final jump pad
- reduced bounding box of the cistern pad and added clip to the shaft
- replaced clip with skip in a certain secret
jam9_pulsar
- added megahealth in the final battle room on skill 1 (was on skill 0 only)
- some cosmetic changes
jam9_secret
- tweaked clipping a bit, especially near the cross of deflection
jam9_shotro
- fixed exploits
- fixed broken doors/teleporters
- fixed items not spawning
- implemented better messages
- toned down color lights
jam9_skacky
- fixed bad texture
- fixed death knight that spawned in a wrong position and couldn't be killed
- fixed sequence break that could get the player permanently stuck
 Poster...
#120 posted by Barnak on 2017/08/05 20:27:10
should be included in the zip file.
#121 posted by manwithnoname22 on 2017/08/05 20:44:26
Don't forget to upload this to Quaddicted, guys.
 Muk
http://quaketastic.com/files/demos/otp9_muk.zip
Too tired to write anything too coherent or meaningful:
- Nice little map
- Great use of revisiting older areas from above
- Hard as hell on Hard, possibly quite a bit unbalanced actually??
 Completed Three Maps Tonight (will Post Demos When All Are Done)
#123 posted by skacky on 2017/08/06 02:32:24
jam9_kell — A Conspiracy Of Cartographers
An excellent map throughout with great visual design. The stargate that's sitting in the middle of the map is probably one of the most (if not the most) impressive and coolest piece I've ever seen in Quake. I really like how you can tell something terrible happened there but you don't know what or why.
The map has a great flow, alternating between the low gravity exterior with a black void of doom and then a square indoor area revolving around a strange, spinning contraption with a levitating corpse. I had the chance to beta test this and it is a pretty devilish map that rewards exploration. Some of the secrets are rather hard to find but aren't needlessly difficult or unfair.
This is just a very, very good map by the master himself.
jam9_giftmacher — The Brimstone Mine
Pretty kickass level with a very peculiar aesthetic I had never see done with Knave before. I really dig the mix of copper-heavy runic decorations, the warm orange light seeping through the barred windows, the rotating fans keeping that strange structure from plummeting down to the surface, the quiet gardens, the heavy machinery everywhere, the orb teleporters, etc... It's just very very well done and particularly original.
Gameplay is well balanced and never unfair, though with the possible exception of a Night Gaunt backspawning and two Polyps spawning as you are on a platform above the void in a secret. The arena fights are well thought out and ammo is plentiful. Secrets are fun to find and rewarding. While the ending is anticlimactic, the final secret really makes up for it.
jam9_newhouse — Mouth Of Yraal
This has next to nothing to do with Contract/Knave but this is a pretty damn great map in its own right, particularly if you enjoy pure carnage. And boy you have about 280 monsters to massacre in this one on skills 2 and 3. I think NewHouse just wanted to make a Doom 2-like slaughtermap and found his perfect playground with Quoth.
The layout was pretty weird and the map is rough around the edges, but it is still a whole lot of fun and I never got lost. I also really dig the style, this sort of corroded factory thing over pools of noxious slime. Ammo is plentiful, there is just enough health to survive comfortably and a few secrets are pretty devious and offer great rewards. No idea how to get to the third silver keycard though, the one that's ironically behind a silver keycard door.
 Still Crashing
#124 posted by Mike Woodham on 2017/08/06 08:51:10
There are two maps that I cannot play: naitelveni and shotro. The former sometimes loads (about 50% of the time) but crashes almost immediately - no messages, just a freeze and I have to use windows to exit. The latter just crashes on loading, whether via the start map or via the console. Oh well, I enjoyed the rest.
 The Playthrough Marches On
#125 posted by ionous on 2017/08/06 10:28:42
Starting with dumptruck_ds' map.
Starts in thirty minutes.
https://www.twitch.tv/ionous
 @Skacky @Redfield
#126 posted by NewHouse on 2017/08/06 11:08:32
Thank you for giving feedback. This end up being just weird piece of map, but at least I had fun mapping it. There was intended to be story where player starts in a cage in black void and talks with the old one, player must found the contract that is held in giant building (some twisted business man)... But that never happened, it was too risky for this time frame.
Then I started an another red brick castle map, with nasty traps and darkness.. had a bit of feeling of American McGee Alice castle maps.. but I think it is better appreciation comes later in a different form, I wouldn't release this one ever otherwise if mjb wouldn't have motivated me to finish it.
#127 posted by skacky on 2017/08/06 12:10:58
Well I'm glad you finished it because it's a great map, probably my favorite of yours. Strikes a good balance between difficulty and fun.
 The Pack Is Now Available On Quaddicted!
#128 posted by skacky on 2017/08/06 13:32:42
 Speedrun
#129 posted by Mandel on 2017/08/06 16:32:47
I was playing around on Kell's map and found several possible quick routes to the exit! This one seems fastest (7 seconds):
http://www.quaketastic.com/files/demos/jam9_kell_mandel_er.zip
 LOL Mandel !
#130 posted by Barnak on 2017/08/06 17:15:24
That's awesome !
Kell's now pissed !
 Yup
 Playthroughs
#132 posted by Zwiffle on 2017/08/06 18:02:58
 Consciousness Outpost By PuLSaR.
http://www.quaketastic.com/files/demos/otp9_pulsar.zip
Another gorgeous map. Rather amazing how much the big copper ring/stargate adds to the atmosphere by simply rotating. Very imposing architecture. Loving the classic gothic openings in the walls - if I had the time to explore the outside of my map I would have gone for a very similar look.
The aesthetic reminded me of Q3A quite a lot, with the focus on spires, spikes, and flesh (and the orange skybox of course).
Found the beginning of the map somewhat frustrating but the gameplay improved past that by a fair bit. I messed up and completely wasted the RA so had the cheese the final fight on my second attempt. It was also pretty dark on gamma 1 somehow.
All in all a highly enjoyable map!
 Skacky's Map Also Crashes On Me
#134 posted by Mike Woodham on 2017/08/06 19:59:46
#135 posted by Zwiffle on 2017/08/06 20:07:49
I had crashes on a couple maps until I updated to the latest Quakespasm, .92 I think.
 Great Playthrough Zwiffle
#136 posted by skacky on 2017/08/06 21:07:24
You may want to look around the start map carefully though.
#134: Do you have the latest versions of Quakespasm/Mark V? If not, update.
 Easy Victory On Shotro...
#137 posted by Redfield on 2017/08/06 21:41:51
This may have been reported already, but I have encountered a glitch, seemingly with the change level trigger on Shotros map. It seems the player is supposed to gather a series of runes in order to progress. I collect the first rune from the Chthon battle and jump in the void and the map ends, 14/200 some odd kills.
My demos are here. Note: I found the Chthon battle impossible, endlessly killed or knocked into the lava, so the 2nd demo picks up after the fight and then the map ends almost right after.
http://www.quaketastic.com/files/demos/redfield_shotrodems.zip
There also seems to be a lot of unfortunate bleeding of rooms through the skybox but I'm not sure if that is fixable. Otherwise the really trippy vibes and crazy Austin Powers teleporter were cool.
 Still Getting Some Errors
#138 posted by sevin on 2017/08/06 21:45:09
I have Preach's Quoth 2.2 full release. I have the latest QS. I am missing several CD tracks apparently, but I do have the .ogg music files installed in id1. I'm pretty sure .ogg should work with QS. I'm also not able to load Mandel's demo due to a host_error when I load it: missing model *203.
#139 posted by skacky on 2017/08/06 21:47:24
That last message is because Mandel's demo was recorded on the old version of the map bundled with the first release.
 Ah
#140 posted by sevin on 2017/08/06 21:50:37
Good thinking. What's up with the CD tracks then? I've noticed CD tracks missing on a lot of maps I play, but I can still hear global ambient noise. I guess that's built into whatever theme is set for the map in worldspawn? I forget how that works in Quake.
#141 posted by skacky on 2017/08/06 21:54:51
I'm not too sure. The tracks should be placed inside id1/music and named trackXX.ogg (or mp3), from 02 to 11. Jam 9 features two new tracks inside quoth/music, named track13 and track128 respectively.
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