#142 posted by necros on 2014/03/13 23:30:48
I have fond memories of that map, which didn't seem to cause as much of a splash as it should have.
Yeah, that is odd come to think of it. It's just a really cool concept and is executed really well. Maybe cause at the time it required a custom engine before that it was cool to do that?
I think it's because it required hipnotic, rather than a custom progs.dat.
I know it turned me off the first time I came across Masque, since I didn't have hipnotic installed at the time.
Negke
#144 posted by inertia on 2014/03/14 00:08:08
That's a really, really excellent comment. :-)
#145 posted by mwh on 2014/03/14 01:24:45
I remember trying to play it and getting like 2 fps...
#146 posted by - on 2014/03/14 01:33:08
Why DOES it require hipnotic? I don't remember seeing any of it's features used...
That Clock Looked Familiar
#147 posted by Not yet registered on 2014/03/14 10:28:28
I watched the video (and I watch every one Daz makes, TYVM Daz) and I only spotted one thing that reminded me of hipnotic. That clock looked very familiar. HIP2M2, The Black Cathedral, has the same clock, if I remember correctly.
You can see some glimpses of the clock in Daz's video from about 1:00 to 3:00. He's kinda busy with all the monsters running about, so you don't seem to get a good look at it at any point.
There could be other things, but that was the one thing I spotted.
660?????
#148 posted by Shambler on 2014/03/14 12:22:28
Daz you are such a WHORE. I'd have donated a bit if you were putting it towards something you'd need to do the custom derping i.e. a GTX 260....
But You Can't Buy Those Any More
#149 posted by DaZ on 2014/03/14 12:41:07
now go play xcom kthx!
Kleins Bottle By MFX
#150 posted by DaZ on 2014/04/22 21:48:07
#151 posted by necros on 2014/04/27 00:44:33
the last area with the wooden stairs and poky wooden bits holding the entire thing together is awesome. really love that look.
Yet Again...
#152 posted by JPL on 2014/04/27 09:27:11
... a cool DaZ's map review... who needs to play Quake map anymore now ? Just let DaZ make it for you :P
No, seriously, DaZ's comments are always interesting and full of sense: keep it up man !
#153 posted by necros on 2014/04/27 16:21:06
yeah, the last few maps i've 'played' have been daz's videos. it's sad. but thanks daz!
The Final Threat By Than - Apsp1
#154 posted by DaZ on 2014/05/06 20:14:33
https://www.youtube.com/watch?v=OBAEaDOn6z0
Did a video for it as it's the lets play map of the week. Such a cool map!
#155 posted by negke on 2014/05/07 19:50:25
The Mega Enforcer is from Zerst�rer, not Operation Urth Majik.
It's From Both
#156 posted by ijed on 2014/05/07 19:54:59
But Zer was first.
#157 posted by scar3crow on 2014/05/08 00:18:14
Pretty sure that everyone I listen to on YouTube has a British accent...
Random question which hasn't been researched at all: Have you ever considered analyzing the id1, hip, and rogue maps?
Formal Request For Review Of Scampie's Deathmatch 2
#158 posted by rebb on 2014/05/15 13:52:29
#159 posted by negke on 2014/05/16 17:39:52
More custom gaming!
More custom streaming!
More custom Steam group events!
#160 posted by inertia on 2014/05/16 21:03:20
FEED ME
#161 posted by negke on 2014/05/17 09:34:53
Daz does the best reviews. It's like he's a journalist, not just talking.
Ceremonial Circles By CZG
#162 posted by DaZ on 2014/05/21 17:17:42
https://www.youtube.com/watch?v=m0Em5zOY1TY
Cool map that I hadn't played for years and years!
HellO
#163 posted by negke on 2014/05/21 17:39:24
The layout and shortcuts are nice. I think the map would have benefitted from giving the SNG earlier. It seems like quite a bit of grinding with low-tier weapons for the longest time, although the video makes it look more bearable. That brash presentation of unaligned wizmet near the end... totally czg!
Great Video, Great Map
#164 posted by ijed on 2014/05/21 19:11:05
There's a lot I forgot about this one; the Shambler + minion usage! the shortcuts all having an item or monster on top to lead the player there, the cool interconnectivity.
I did feel a couple of areas could have been expanded upon, namely the exit and SK pickup. A bit more floor space and filler areas would have helped there.
When watching I thought 'hah, but you just derped past the GK access!' But then I remember that I did exactly the same. A fiend or ogre through that archway would have fixed everything, making certain the player went through one the door was opened.
The rest of the placement is fantastic though. That Vore on the plinth is genius.
#165 posted by Joel B on 2014/05/21 19:37:41
I just played that one yesterday. Spooky!
It is indeed a great map. Some of the same structural things that I liked about czg07 but a little cozier, and with a theme that feels more Quakeish to me.
Also the secret placement is more up my alley. I found 6/7 (I think), just occasionally nosing around and getting a little gold star for my troubles. I can see how folks would prefer more impenetrable secrets that really reward scouring the map, but I don't tend to play that way.
Secrets In Czg07
#166 posted by Drew on 2014/05/22 18:59:45
I think, are of a very similar style - there arent' any really tough ones - most are just generally rewarding a teensy bit of extra exploration.
BTW is there any actual bonus for getting them all and collecting the runes?
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