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#136 posted by skacky on 2016/12/09 01:28:14
Ring of Shadows is grear in Zendar. I also dare say it's pretty useful in my retrojam3dlc map.
Great*
#137 posted by skacky on 2016/12/09 01:28:23
ROS
#138 posted by Qmaster on 2016/12/09 02:47:12
Hmm, de-agro affect would be neat. Wouldn't hurt balance of old maps either since most rings are hidden away anyhow in those maps.
#139 posted by dwere on 2016/12/09 03:36:08
The questions that need answering I think are: What domains aren't covered by the above? What powerups would fit into these domains? Will they break the game if we include them? Will they make the gaming experience more fun?
Well, there's movement.
Speed powerups always annoyed me though. I had an idea of a powerup that would allow the player to slow down their fall when the jump key is pressed, though it wasn't a timed powerup, but rather a permanent upgrade. The next upgrade would allow to either hover indefinitely or even ascend slowly.
Such things need a lot of caution from the mapper though. For example, Tronyn's releases based on Drake usually have this problem when you can easily fly to the edge of the world (or really high) and see that the "world" is just a square with everything beyond a certain threshold cut off.
The Ring of Shadows would be a lot more interesting and worthwhile in SP if you could use it to hide from already aggro'd monsters.
This is the main problem with RoS in SP.
Being strategic in Quake is hard and unrewarding, because most of the time you can't know exactly what the next encounter's gonna be (unless you count savegames). So the best use of powerups is when the shit already hit the fan and you know how and why to use a powerup that's presented to you. Any other situation is just guessing.
Except RoS is completely useless when the shit already hit the fan.
Maybe it could be enhanced by throwing enemies' aim off, like it Doom. Just not projectile enemies'. Or, in the case of AD, slow projectile enemies'.
Movement Powerups
#140 posted by Qmaster on 2016/12/09 03:41:55
Nehahra had a Flight power up that let you fly when you jump.
Powerups
#141 posted by Spike on 2016/12/09 05:41:21
gravity modifiers are always interesting, although proper situational use probably means togglable low-gravity volumes rather than powerups, although I guess it could also be useful for time limits while jumping around secrety areas. it could also double up as a handicap if you're not careful.
(eg: hipnotic)
one other alternative powerup would be a repulsion field powerup. knights, fiends, dogs, grenades, etc would be pushed away from the player which if nothing else might make QDQ style gameplay a little more interesting.
maybe combine it with low gravity and death-pits to push monsters into...
or possibly just a powerup that electrocutes nearby stuff (a bit like q2's bfg). just make sure it also shoots+triggers buttons even when you might not want it to, so that it makes things interesting.
another possibility for a powerup would be an attack speed one.
you might also be able to rocket-jump a bit higher, so watch out for that.
one way to make sharpshooter more interesting would be to have it change depending on which weapon the player is currently using, something a bit like hexen2's tome of power. axe attack speeds, more precise shotguns, bouncing nails, cluster nades+rockets (yay rogue!), chain lightning, I dunno, probably a nightmare to test.
or if you don't change the powerup itself, just make it impossible to grab unless you're using a weapon that it can actually affect.
maybe also stop weapons from costing ammo for the duration, which might give it a use even when the player has a rocket launcher.
imho, flight is too open-ended for most maps, whereas I kinda view the use of movement speed powerups as an admission that the map is too long and boring. hexen2... *shudder*
or maybe just let the monsters grab the powerups too... I can think of a number of maps that would make that repulsion field thing interesting when held by a monster... racing monsters to the pent's spawn spot might also be interesting... vores with quad... *shudder*. enforcers with biosuits that you need to kill quickly to avoid dying...
just ideas. ideas are cheap. its implementing+maintaining them that costs time.
@sock, re qcc:
sounds like a typo in AD. older versions of fteqcc (but not other qccs) had a bug that caused them to not check properly. if you really want that old behaviour you should just redeclare your function as var and assign to it somewhere, otherwise its a guarenteed crash when you call it.
Sock: DP Feedback
#142 posted by Mugwump on 2016/12/09 07:14:19
So, I got 1.5 to run in a clean DP install and it seems to work fine. However, all the on-screen text (including console and HUD ammo counters) is displayed on a black background, which is quite unaesthetic. And before you claim my install is at fault, I briefly tested with clean installs of several builds including 20140430, the previously mentioned September 22 autobuild and the very latest from November 27. It happens in all builds but didn't happen at all with v1.42. I don't know what you changed but the issue seems to be on your end and a fix would be nice. Please?
I'd also like to report another minor issue that was already happening with 1.42 and still does with 1.5: the menu background image doesn't show up.
Oh BTW, your readme isn't up-to-date regarding versions of listed engines, especially DP for which you still recommend a 2.5-year-old build (also, your statement about DP no longer being in development is just plain wrong). I understand that you wouldn't want to recommend an autobuild but the latest beta is the 20160910 build - necessary for alpha masked textures as your current recommendation doesn't support them. Mark V came out of beta stage very recently and even QS has incremented its version number.
Going To Be Playing Through This In About 12 Hours
#143 posted by ionous on 2016/12/09 07:16:11
https://www.twitch.tv/ionous
Thanks to people out there that commented, criticized or otherwise posted thoughts on AD_Magna.
#131
#144 posted by lpowell on 2016/12/09 08:24:10
I think the RoS can be useful if it can be grabbed *before* a big fight with monsters the player hasn't aggroed yet. I tried to use it that way in my map: you can grab it in a secret before dropping down a hole to the final fight arena, which gives you some time to get your bearings and maybe grab another secret... but if you drop down without the ring all hell breaks loose immediately.
Whether that is a good use of the RoS is up for the player to decide, not me, of course, but that was my line of thinking.
#145 posted by muk on 2016/12/09 09:55:25
Mugwump, it sounds like your getting exactly as the readme states - "partial support"
#146 posted by Mugwump on 2016/12/09 10:57:48
The problem is: it was fine with 1.42, not anymore. Surely, less compatibility isn't something anyone, users and coders alike, would want in an update... and it's probably not very hard to fix.
The problem is: Using Darkplaces.
Separate Maps
#148 posted by Doc Holliday on 2016/12/09 11:27:28
200Meg is a lot for my poor connection. Are the maps separately available anywhere??
Cheers
Doc
ROS.
#149 posted by Shambler on 2016/12/09 11:37:08
ROS is cool, I like it. It allows you to scope out an area and prepare for ambushes, collect supplies or weapons in advance if you're low, trigger spawning monsters without aggroing them. Lots of potential.
Moar RoS
#150 posted by Kinn on 2016/12/09 12:46:31
Speaking from personal experience of RoS, I always felt it sucked because the gameplay would always pan out as follows:
"Oh cack a load of monsters ahead of me, I'll grab the RoS"
/grabs RoS
"Now I'll just walk past all these monsters and find a nice covered position beyond them from which to launch my attack"
/hides as RoS wears off
"Now I'm in a good position but there's a whole new shitload of monsters ahead of me to complement all the ones I avoided initially who are behind me, so in reality I've just trapped myself in an enormous reverse shit sandwich where I'm a nice virginal slice of soft-batch loaf wedged between two huge walls of poo that are rapidly closi-" [dies instantly]
Pretty much every time.
That Said
#151 posted by Kinn on 2016/12/09 12:50:07
It just needs carefully tailored level design - e.g. It would work in areas where you are supposed to trigger environmental traps to soften up an unreasonably dangerous set of enemies before opening fire on the stragglers.
Start Map, Saves
#152 posted by Jonathan on 2016/12/09 13:09:28
I was a little surprised that the start map was not changed and instead a second one introduced, but then it occurred to me, if I load my old saves in older AD, get back to the start map, save, could I load those saves in AD 1.5 since the start map is the same, and preserve my runes? or should I just learn the console-foo to give me whatever runes I earned and move on with my life?
Kinn.
#153 posted by Shambler on 2016/12/09 13:24:23
Assess nice covered position, retreat if there is a whole new shitload of monsters ahead, attack current monsters with knowledge of their positions and supplies, then re-advance to planned nice covered position??
RoS
#154 posted by skacky on 2016/12/09 13:30:56
Level design needs to take it into account, you can't just throw a RoS and call it a day.
Last Video Post, I Don't Want To Spam.
#155 posted by offline on 2016/12/09 14:07:18
So i'll be making more videos on the AD1.5 maps i just won't be posting them here.
I felt bad for not "contributuing" anything to the Quake community, so i decided to record myself playing through the maps. Hopefully the map makers will get something out of it :). Love the new update so far, keep up the amazing work!
This second video is a bit more edited just so it isn't so boring.
https://youtu.be/6gGnwEJGSLA
Thank you guys again for making this excelent mod!
Offline
#156 posted by PuLSaR on 2016/12/09 14:19:40
Cool videos, keep 'em coming
DP Shenanigans
#157 posted by sock on 2016/12/09 14:36:42
all the on-screen text (including console and HUD ammo counters) is displayed on a black background, which is quite unaesthetic
Delete the conchars.lmp file under gfx folder.
the menu background image doesn't show up
What should be the name of the file for the background image?
your readme isn't up-to-date regarding versions of listed engines, especially DP for which you still recommend a 2.5-year-old build
If you go to the DP download page under the heading "Latest stable/official release" there is the 2014 build. This is the DP site recommendation.
Different Files
#158 posted by sock on 2016/12/09 14:46:20
200Meg is a lot for my poor connection. Are the maps separately available anywhere
Too many assets have changed to create a difference build. This is essentially a new version and should exist separate from previous versions of AD.
start map was not changed
There is a new portal to 1.5 content.
I load my old saves in older AD, get back to the start map, save, could I load those saves in AD 1.5 since the start map is the same, and preserve my runes
I don't recommend using previous savegame files because the progs (Quake Code) is different. There are no runes in 1.5 update maps.
Sock
#159 posted by Mugwump on 2016/12/09 16:32:14
1) Yes, it works, thanks. This should be in the readme.
2) I suspected it could be a naming issue, it's a good question and... I have no clue. I tried looking into it but I can't seem to find the file either in \id1 or in \ad, not even in replacement content .pk3s or in my QS install... I'll need a little more handholding on this one.
3) Yeah... the DP site isn't exactly maintained as it should. You need to go into the files subfolder that's of course not accessible via on-screen menus... convenient, isn't it? Correct links:
DP: https://icculus.org/twilight/darkplaces/files/?C=M;O=D (I think it's possible to link the latest beta zip directly but this link will at least show it near the top of the list)
Mark V: http://quakeone.com/markv/
----------
Like Jonathan, I too expected an expanded start map instead of a portal to a secondary one. Speaking of, where did the teleporter to the final level go?
A while back, I suggested that you make the unused test12 teleporter return to the main start map and it's great to see that you did it. However, I seem to remember a talk that happened around that time in the old thread about the statue gibs being bloody and unfortunately, they still are... Doesn't make sense.
Anyway, congrats on the release. Your high standards in quality requirement seem to have paid off again. I've only played Leptis Magna and Terror Fuma so far and they're among the best maps I've ever played. The Hunter is a great addition to the base bestiary and on all counts much better than "I-belong-in-Q2" Edie. Really not a fan of the pink recolor of the vore/voreling variants but I love their new attacks. One thing I've noticed is that now the total monster count increments with each extra monster spawned. Small details like that are the best proof of the aforementioned high standards.
Monster Counts From Spawners
#160 posted by Qmaster on 2016/12/09 18:25:41
Ya I ended with 467 kills on magna. Still can't find the last secret, 24/25. Playing azad until I go back for more noclip searching in leptis....
Egad! Azad is really detailed! Love the mood, spot on ambience, lighting is superb.
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