Yes
#140 posted by rj on 2010/04/26 01:18:23
yes, it does.
#141 posted by Trinca on 2010/04/26 01:25:11
kills the bugs inside of you!
Lol
#142 posted by Tronyn on 2010/04/26 05:59:09
awesome posts ijed I totally see what you're saying.
BTW
#143 posted by ijed on 2010/04/26 15:09:04
Ow my head.
Lolwut?
#144 posted by grahf on 2010/04/26 15:32:13
#145 posted by Spirit on 2010/08/09 22:56:29
A Tronyn Wilderness Of Pain
#146 posted by negke on 2010/08/20 21:12:22
Just played this again. What a blast - great fun. I totally see where the Doom references come from. Many weapons, plenty of items, hordes, lots of gibs. Didn't bother with the boss fight (not least because I didn't set a higher heapsize so the game slowed down to a crawl once the summoner and his gang showed up). I regret not having played on Hard this time AND record a demo. I think it totally would have shown how much I enjoyed bouncing through the maps producing gore. Playing a fast DnB mix in the background added to this.
Thanks again for this excellent release, Tronyn and PM. I consider it one of the milestones of Q1SP - in combination with NSOE, which I'm going to play next.
#147 posted by necros on 2010/08/20 21:49:32
did tronyn ever say how long it took to vis? the last map in particular must have been brutal.
Yeah, Must Have Taken Ages
#148 posted by negke on 2010/08/21 13:24:57
Checked out the roman scraps. It's very nice to see how this developed from all the individual map bits to the final ones, how areas changed appearance and were pierced together. Amazing construction even back then. Some of the unused or unmodified scraps are still salvagable.
Bigrome is impressive, almost marcheresque. Kind of makes me want to mikewoodham it.
Also, at the risk of repeating myself, I love the ARWOP style, the texture theme and general vibe. Quake in all its (bloody) purity.
So I'v played the other maps. Wasn't extremely hard except for the god damn tarbabies and the ENDING.
The amount of hp\armors is pretty much excessive so the difficulty is fine for hard skill, didn't die much even though I was playing badly meleeing 50 scrags and doing other silly things.
The tarbaby is just a bad monster design blowing up 100 damage in your face, and it was pure sadism to paint them red making harder to see and put in the red water where its harder to avoid them. Or on a ledge above\behind a player. Or 5 in small locked room. Yeah!
The rest I didn't find unfair. Maybe the start is too harsh. Map2 was easier.
Now the ending was unbeatable cause I arrived with no cells ... GG (I tried with cheats and it took max cells and max spikes and then some more to take the cyberdemon down).
Or is there a gimmick or an unmarked secret quad\penta?
The construction I'm not a fan of this style and some parts were really hard to move around (you'll see in demo) due to stairs\ramps\floor details\narrow paths.
But cool planning and layout.
All demos http://www.quaketastic.com/upload/files/demos/rome3.7z
Hard /1st playthrough. First demo pauses closer to the end and wont play after that, but you can timedemo watch it if you want to see it all.
Playback works only in DP http://offload2.icculus.org:9090/twilight/darkplaces/files/darkplacesengine20100528beta1.zip or earlier (later versions have bugged lightmaps making the maps look fugly)
Btw, funny it runs more than twice as fast in DP over Fitz in really stressing spots.
I Tested Some
#151 posted by ijed on 2012/01/10 02:39:35
But kind of flaked out because RMQ was starting.
In terms of maps done and staying power, I can't think of any mapper who beats Tronyn.
As to vis times - I think it was a case of vis once, then just modify entities. For most of his maps :)
#152 posted by Killes on 2012/01/22 22:00:35
Playing this.
Tronyn I love you.
Heh Thanks
#153 posted by Tronyn on 2012/01/23 15:49:21
you might hate me when you get to the end boss fight though!
Awesome
#154 posted by Mjolnir on 2012/11/02 03:17:30
Still playing this pack, Still lovin it.
Well
#155 posted by Tronyn on 2012/11/04 04:35:45
I am definitely glad to hear that. in many ways this is the most extreme episode I ever did. heh.
#156 posted by Tronyn on 2012/11/04 05:03:31
Tronyn, can you remake Masque with Drake Monsters and Weapons?
Apparently
#157 posted by Baker on 2012/11/04 05:57:32
Tronyn is so brilliant that even his subconscious thoughts to himself manifest in the form of thread posts.
His subconscious mind is so powerful, it even has its own distinctly different ip address. I'm impressed!
Lol!
#158 posted by Tronyn on 2012/11/06 12:14:27
yeah, well I still have the source, so that wouldn't be too hard to do. thanks for the suggestion, subconscious!
Yhe2
Masque is good as it is, don't be George Lucas!
...unless You Want 4 Billion Dollars
#160 posted by metlslime on 2012/11/06 21:34:44
#161 posted by AlexQuaker on 2014/02/15 17:54:27
Hello, Tronyn! Sadly that QuakeC source to ARWOP is not yet released. But progs.dat size is near 1,6 megabytes!!! So much QuakeC work here?
Btw, new Soul Of Evil (Indian Summer) QuakeC compiled source code does not fit to play ARWOP, give parse edict error. Sadly...
Right
#162 posted by Tronyn on 2014/02/15 18:53:44
that's because ARWOP has new stuff that isn't in NSOE. I think there is even newer Drake source code out though, which does support ARWOP. But even if it isn't out, I'll ask PM if he can release it; either way, the final source code for Drake will be out with the final mod, which should be out sometime in the next month or two.
This Is Pretty Tough..
But also very very nice looking. Tronyn you make some crazy ass stuff dude. Took me a couple attempts to get to the gold key. But I got nailed by those flying jerks, probably going to have to retry a few times.
I Have A Good Idea! - Drake Mod Dragons Retexturing.
#164 posted by AlexQuaker on 2014/02/16 15:19:43
Have you ever played or seen screenshots to Might And Magic 8 - Day Of the Destroyer? I like dragons from MM8. I ought to mention that you can hire up to 4 dragons to your team. This should be a good idea to partially remake dragons models in Drake as in MM8, isn't it?
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