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.
-
#131 posted by ijed on 2007/05/23 23:12:35
Kill them 'and' the flesh . . .
Yeah...
#132 posted by metlslime on 2007/05/23 23:36:55
i remember that being slightly confusing too...
Warpc (and D)
#133 posted by Ankh on 2007/05/26 20:21:56
The Sealed City - another great map but too big for me. The architecture was very good and interesting again. There were so many places that looked amazing and atmospheric also. The combat was nice and good balanced on skill 1. Unfortunatelly I died in the dark section with many doors that opened after buttons were pressed (the part after the platform ride near beginning). Nice floor trap in that section also :).
I could find secret by luck only but I didn't watch after them. The level takes too much time without exploring already. After watching the 100% demos on warpb and warpc I have to admit that the secrets are pretty clever and the naming is also realy nice (better in warpb I think). The demos are very enjoyable by the way.
Comparing warpb and warpc I liked the first one better. The atmosphere, skill setup and size appealed better to me.
warpd - played it a bit but the huge monster count just repels me from playing it further. You just kill 100 and there are still over 400 waiting for you - too much! Maybe I will just watch a demo.
Don't Be Put Off
#134 posted by ijed on 2007/05/26 22:06:30
Warpd has 666 monsters on hard, but takes (slightly) less time to play than warpc because its alot more blasty - you end up using the PG alot more, alongside the RL as well.
The big fights tend to shorten a bit as well, you're either dead, or victorious, quick. So quicksave first ;)
Btw
#135 posted by negke on 2007/05/27 00:28:48
these maps made me realize for the first time how useful the rocket launcher can be in single player...
Review
#136 posted by inertia on 2007/05/27 00:30:09
underworldfan or someone should review this pack...
Inertia
#137 posted by Spirit on 2007/05/27 00:37:21
just play it already for heaven's sake.
#138 posted by Trinca on 2007/05/27 00:38:33
i finish playing last night but need to replay again ;) for 100% :) try on hard died lots of times going to run on normal...
Another Small Demo
#139 posted by Mandel on 2007/05/27 00:38:50
Here's a quickie run on warpd, easy skill, 17 seconds. I know running like this isn't the point of this episode and I also want to say thanks to Sielwolf for some excellently entertaining demos out of which I've watched the warpc and warpd ones so far.
http://mandelmassa.net/quake/div/warpd_017.dz
Map The Third.
#140 posted by Shambler on 2007/05/27 13:24:26
Sealed City / Warpc / whatever homie.
Having learnt my lesson from Warpb, I didn't try to complete this without dying and I didn't try to play it continuously. Took a few sessions and several deaths. I did put the effort into surviving and fighting well though.
Great map, prefered it to Warpb. More interesting designs and stronger atmosphere. The style seemed to work better with the large scale. More great designs in this one, and some more funky little details I thought, like the random flesh strips and little lava pots. The Kell-whatever texture worked well. This had a vibe to it that kept dragging me back.
Gameplay, I generally liked. Getting used to the style of gameplay and always checking my six. I got a bit bored of the Death Guard knights, and sometimes a bit bored of Droles. The other monsters were used well. The combat generally felt well balanced, and there was usually plenty of space to move around which was good and appreciated. The spike room trap I couldn't make sense of it, I got past it by jumping. Generally the lava wasn't much of a problem, which was a relief. I'm sure there were a few silly "impossible first time" combats but cos I was quicksaving a lot I can't remember them. Oh, I didn't like the maze bit. I liked the areas having seperate names, that was a cool touch.
This was a very good map overall. Even with the vast size.
More General Comments:
#141 posted by Shambler on 2007/05/27 13:36:53
1. I meant what I said by this being an important release. A really important one. Behind Nehahra and Quoth itself of course, maybe parallel with that thing Tronyn did (the medieval one, sorry I forgot the name!). The combination of mapping quality, the sheer amount of Quake, and more specifically the huge mapping style - whether it's a good thing or not, it is making an impact.
I predict the next trend will be ultra-small, ultra-detailed maps. 20 monster maps that pack in thousands of brushes and surprisingly long gameplay. Maybe ;).
2. There is a wind sound noticable in Warpc, specifically the outside area with the spiral path leading to a spikey tower - that is taken from Unreal, right?? It reminded me a lot of some of the more "exposed" levels in Unreal. Which is a very good memory.
3. Secrets. I got 14/20 in Warpc. I can't remember how many in Warpb, a similar proportion. I thought that was actually quite good. I think the thing is, you start the maps and see 20 secrets, and think "Fuck they must be like, every single room has them in". But you don't realise the sheer size of the maps and actually the secrets are well spaced. They do take some hunting though. Generally good, but one thing slightly bugs me is that there are many details/fittings/trims etc that could be secrets but aren't. As someone above said, the maps are long enough already without hunting hard for secrets.
4. Slime / lava / void. I've noticed, having a quick peek at Warpe, that with the exception of Warpa, all these maps are consistently full of enviromental hazards! I felt the lava in WarpC was less of an issue than the slime in WarpB (and indeed lent itself to some nice visual styles), but it's still an omnipresent hazard. Is this a concious decision in the episode?
5. Quoth monsters revisited:
Vorelings - I like a lot. They always seem to damage me, but they fit in very well.
Death Guard - They're okay but I get bored of them. I wish they actually had to make contact with the sword to hit you, grrr.
Other Knight - I like his style a lot. The methodical pacing and sprite shield is a nice touch. I've worked out his role - easy to kill, but a world of pain if you get caught out by his attacks.
Polyp - I like them, weird and unusual, a good gameplay tool for "panic mode".
Flying thing - Okay, I like their sound effects and it's good to have a flying monster, but not quite Quakey enough and their attacks are a pain in the arse in some situations.
Droles - Okay, again I've got a bit bored of them. Their style is quite amusing. I like them in general but again wish they actually made contact to damage you.
Gugs - I like them because they excude power. Not that hard to face in most situations BUT they've got a good dramatic presence. Could be a bit more Quakey and less simian in style.
6. I forgot 6.
Shambler
#142 posted by ijed on 2007/05/27 16:20:38
Thanks for the comments, it's nice to know it's being disected by more people.
The wind noise is from Quake3, (demonwind3, I think) nut I've heard it in other games (Eternal Darkness, cutscene atop the pillar of flesh) and maybe others, so I think its some kind of stock videogame evil wind snfx.
The secrets there aren't actually alot of - if I'd placed them in, say, every other room, then there'd be some stupid number. Instead I just placed them where they seemed appropriate or special, there could have been alot more.
I remember something . . . someone said on the traps thread - it basicly boiled down to 'this environment is not your friend'. It's to create a hostile atmosphere as well as a asthetic backdrop, I like all my maps to feature a liquid. The slime in warpb is a little bit harder to get out of (or sometimes instant death) the lava in warpc is always instant death, apart from one secret - or unless you're really fucking fast. The void in d + e is instant death, making a progression.
A Progression...
#143 posted by Shambler on 2007/05/27 17:02:27
LOL.
What about standard water??
Mandel
#144 posted by aguirRe on 2007/05/27 20:51:15
Hehe, nice shortcut!
#145 posted by ijed on 2007/05/27 21:15:28
I forgot to add snowmelt to warpa . . .
#146 posted by ijed on 2007/05/27 21:17:40
And as a progression of environmental hazards it starts weak and becomes more dangerous - what's the dictionary definition again?
Water
#147 posted by Sielwolf on 2007/05/28 13:04:16
you start the pack in a puddle of water, isn�t that enough ?
@Mandel: nice demo / thanks
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