-game quoth
-hipnotic -game quoth
It's just -quoth, and has been for many years.
OTP
#15884 posted by Barnak on 2018/10/07 18:31:10
What is hipnotic again? I'll never remember what it's doing.
Rotations, I Believe?
#15885 posted by Mugwump on 2018/10/07 19:53:36
Hipnotic was the studio that developed Mission Pack 1.
Also, I think you don't need the heapsize/zone stuff anymore in QS/QSS, and you should upgrade to latest version 0.93.1.
HUD
#15886 posted by negke on 2018/10/07 20:30:10
The -hipnotic switch was required to enable the modified status bar that was introduced in Mission Pack 1 and is also used in Quoth. Newer ports like Quakespasm have a -quoth switch that does it automatically.
#15887 posted by maiden on 2018/10/07 23:42:40
Not your typical digs map... but I dig it nonetheless. Assuming the final arena is still being worked on, I thought the rest of the map was quite polished and good to go. The layout can be a bit confusing and the silver key door is tricky to find - I think I stumbled upon it accidentally. Otherwise nice map, especially the underground sections, and the secrets kicked my ass, 1/4.
Digs
#15888 posted by Thuriam on 2018/10/08 01:17:17
Played through the map on skill 1, 2/4 secrets found.
The map is very good-looking and plays very well. I liked especially the underground areas, as i'm not a big fan of open spaces.
All areas are well connected, so i never got lost as it happens usually when i play maps this large.
Good art style too, you can really feel the horror atmosphere playing through every area.
Pace was good, and i never found myself struggling too much for ammos. I like the way you put the right amount of them over the map.
I din't like too much the paintings from plants vs zombies, as i think tributes to other games should be put in some secret areas, and not all over the place. I felt like they were a bit taking away that horror feel (that i loved) from the map.
Some areas of the map felt like they were supposed to be important, with good detail and interesting design (that area under the bridge for example) but then i found they were useless. Maybe that's just because i didn't found the secrets, who knows!
Ascending Scales
#15889 posted by Barnak on 2018/10/08 02:51:18
I don't understand what is happening with the ascending scales. I can't use them wathever what I'm doing (walking, running on it, jumping, ...). I tried the default QS 0.93.0 and the Spike version.
Something seems fishy here.
I agree about the zombie cartoons. They feel goofy in Quake. Maybe some monsters porn instead ?
#15890 posted by digs on 2018/10/08 04:04:52
I can explain what they do on the walls. This map was made at the request of my son. He is 12 years old. Therefore, there are such awkward things on the map. I myself understand that they are not written off in the overall design, but still decided to leave them
Daddy
#15891 posted by Barnak on 2018/10/08 14:31:11
Wow, you're a super-dad dude!
My dad is 81 years and would never make Quake maps for me :-(
KenChennar
impressive stuff, very blood-like. I like that you're using tronyn's mod, not enough people use it tbh
Mirror Effect
#15893 posted by madfox on 2018/10/10 20:00:02
When downloading AfterQuake I saw a screenshot of a mirrored player.
Is this effect obtainable in AfterQuke, or is it a sidecase effect of DarkPlaces that creates this mirror?
#15894 posted by Qmaster on 2018/10/10 22:08:59
MarkV
#15895 posted by Spike on 2018/10/10 22:58:07
that's FTE's r_telestyle 3 setting.
Right!
#15896 posted by madfox on 2018/10/11 18:04:59
Thanks for info, Spike!
Or should I say, blame me for not reading the manual.
Quaketastic
#15898 posted by negke on 2018/10/14 09:56:38
Dear friends, a.k.a fucking morons.
Please learn to upload your files to the right folder instead of cluttering the main page with your shit, forcing people to scoll down endlessly for the login button.
Thanks!
I'm Probably Guilty Of This
Any way of just moving the files? I know it would break some hyperlinks but the files would still be retained
Delete Them All
#15901 posted by spy on 2018/10/14 14:47:35
quake skill 3 with respawning monsters and items/powerups is it ok thing ?
and skill 2 behaves as skill 3
#15902 posted by spy on 2018/10/14 15:17:07
Also Neg Can Press The ‘end’ Key?
#15903 posted by Drew on 2018/10/14 16:13:02
Digs09
#15904 posted by Orl on 2018/10/20 00:50:09
I'm late on this one, but I finally got around to playing it and I just love it! Of course whenever I see a map that isn't the conventional Quake theme of castle or base gets my attention. (Not that that's a bad thing) You did a stellar job of creating a farmhouse, at least that's what I think it is. Everything looks good from the decrepit interiors and the windows letting you see the inside, to the vegetation outside. My only suggestion would have been to make the spinning part of the windmill more visible to the player throughout the map, as I think it makes an excellent set piece.
As far as gameplay, it wasn't too bad on hard skill. Almost died at the end but I always have trouble with those gugs.
I think you did an excellent job with this one, certainly well enough to be fully released.
First run demo, hard skill: http://www.quaketastic.com/files/demos/orl_digs09.rar
Orl
#15905 posted by digs on 2018/10/20 07:03:09
Thanks a lot! I already thought that no one would record a demo for me. I liked that you managed to pass the map from the first time. The last hall is difficult for me, but I think it should be so.
As for the mill ... Her blades and so big. And they have no physical collision with objects. I calculated its length so that it was not noticeable.
For the release, I will add a few monsters on a hard level, otherwise it is not much different from the normal level. And the last room due to the large delays between the waves of monsters will be a little easier.
I am also glad that the map is like. In the coming days I will post a release
@digs
#15906 posted by spy on 2018/10/20 09:11:07
hi, here's my attempt to beat the map on skill 3
http://quaketastic.com/files/demos/spy_digs09.rar
lasted 'til the gugs
reminded me of hexen2/blood combo
Spy
#15907 posted by digs on 2018/10/20 11:02:57
Thank you very much for the game. When you killed the vorelings, I also thought about monster_jump. In the release I will add it. Thanks again!
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