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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.
#161 posted by Mugwump on 2016/12/09 18:49:53
Can't find the last secret either, even when noclipping through the map. Has anyone found 'em all yet?
Noclipped All Over
#162 posted by Qmaster on 2016/12/09 18:57:28
No luck. Careful around the "The Secret of Leptis Magna" after you've beeen there or you'll noclip yourself to death (probably an e.state activated trigger).
If there is another stupid box on a wood board in a ceiling I'm going to be ticked. Those are the absolute hardest to find because, for some unknown reason, all engines except DP hide any entity models when outside the map.
Right Some Suggestions / Fixes In No Particular Order.
#163 posted by Shambler on 2016/12/09 19:04:52
Monsters repeat pain sounds on death, this is confusing!
Transparent textures (e.g. vines) broken in Fitz.
Test 2 Rotation And Exploration arena combats broken in Fitz although map loads.
Get some occasional flashes of skybox / fog through architecture in many maps (not sure what triggers this).
Burning / Poisoned effects far too strong and distracting.
Shotgun projectile colours and shell eject get in the way of seeing if you're shooting a breakable secret at a distance (too many particles/colours)
The amount of detail in some maps can make secret-hunting more frustrating - so many broken areas, fancy light fittings, jutting blocks etc etc. Consistency is needed (e.g. walls with cracks in, Magna's blood blocks, etc)
Ammo resistances - obscure, sometimes illogical, and sometimes unnecessary.
You need to encourage mappers to provide shortcuts back up to upper levels on tall complex maps.
Mixed knight sounds for stone knights are confusing and unsuitable.
#164 posted by Mugwump on 2016/12/09 19:18:11
Transparent textures (e.g. vines) broken in Fitz.
This sounds like an engine-side bug. They look fine in both DP and QS.
Agreed on resistances. It doesn't make sense that some monsters would be resistant to rockets but not to mere shotgun pellets.
As For The "Is It Quakey" Issue.
#165 posted by Shambler on 2016/12/09 19:25:02
There's no subjectivism about this.
Quake monsters are weird, unusual, and original. They have specific counter-intuitive features like 3 legs, no eyes, claws instead of fore-legs, no means of flight, vertical mouths for a face etc etc. Obviously there are some classic humanoid monsters mixed in, but the defining aesthetic feature of Quake's bestiary is it's unusual monsters.
AD monsters, overall, are not Quakey in the same way. They generally either focus on the classic humanoid side of the bestiary (multiple knights / grunts / crossbowmen / statues) or are straight out of fantasy / mythology (minotaurs / golems / wizards / spiders / scorpions / imps). They simply do not have the same weirdness and original features described above. Obviously there are some exceptions like Vorelings, Vore variants, Scrag Boss, and to an extent the Gaunts (even these have wings which is too....normal for Quake). The same applies to the sci-fi selection - mostly humanoid, a few automatons which vary in their Quakeiness.
This is not a critical or qualitative judgement, it's just a fact about the Quake bestiary aesthetics vs AD bestiary aesthetics. The new monsters may indeed be wonderful gameplay-wise, higher quality models, more internally consistent overall, more suited to the stronger themed fantasy/sci-fi style modern Quake mapping etc etc. As a fantasy/sci-fi extrapolation of Quake they may indeed have many great qualities.
Subjectively I personally prefer the Quake aesthetic and the sheer weirdness of it has always appealed to me (hence the username huh). I would like AD more overall if it was purely Quakey and less normal fantasy (/sci-fi).
BUT.
That isn't going to happen. This is Sock's vision and Sock's extrapolation of Quake. A lot of the other visual features, as well as the modern map styles, fit a middle ground between Quake and fantasy (skulls, candles, etc), and AD's execution of this direction of Quake is pretty excellent. So I'm not going to say "make it more like what I want" in general (I might lapse in this). So my comments above have been a bit more specific/functional.
AD Doesn't Support FitzQuake Guyz
#166 posted by Kinn on 2016/12/09 19:37:24
I thought this was obvious.
Arcane Monstrosity.
This was a funny one because I replayed the original about 3 weeks before AD 1.5 went out (for some reason I decided to go fully stealth mode and go as far as I could without waking any Bobs up).
The AD version felt different in a way I can't quite describe. It felt smoother and flowing better than the original. I definitely found the secrets in this one more rewarding than in the original, and more logical too. (Though, the first Nailgun not being marked as a secret while the Super Nailgun was??)
101/101 monsters, 10/10 secrets
PS.
For a map that would benefit from a Sharpshooter powerup, it was oddly absent.
PPS.
Parubaru rated this a 1 on Quaddicted.
README NOT AUTISTIC ENOUGH FOR ME!!!!!
#170 posted by topher on 2016/12/09 20:21:17
i second what shambler says about the shotgun shells. the yellow and orange pellets in particular are what confuse me sometimes
but i don't mind the burning/poisoning effects
and i like the ammo resistances. it's a little weird the resistance for cells in minotaurs. in my opinion. the nail resistances are spot on, and make perfect sense.
how hard is tweaking the code to make small changes?
for example: homing scrags projectiles, faster crossbow bolts, better aim for grunts, etc
small things to make the game a little harder when replaying the maps
i have basic understanding of programing languages (c++, java)
#171 posted by Newhouse on 2016/12/09 20:23:35
Just wanted thank you, who made these clip brushes works for enemies too*
Speaking Of Readme
#172 posted by Kinn on 2016/12/09 20:24:56
I've just noticed the current readme is pretty scary for newcomers.
Maybe also include a "Quickstart Guide" that just gets newbs set up and playing the game?
More FDAs...
#173 posted by topher on 2016/12/09 20:27:00
ad_lavatomb
skill 3
68:34 ; 4/8 secrets ; 247/259 monsters ;; 2 deaths
i liked the lava texture. this map is very impressive visually. i will definitively check mapjam6 soon.
weird fight at the end. i like it, it's similar to serious sam. but i didn't expect it.
https://drive.google.com/open?id=0B72Jjyg-RfNFalFNZGVNLTl4VjA
ad_mountain
skill 3
38:32 ; 1/1 secrets ; 169/182 monsters ;; 3 deaths
those books are pretty cool, and the mini story too. are we supposed to get a rune? i didn't find it.
it's a hard level. that's good!. Very good placement of monsters and gameplay. it's the forte of this map
low on ammo in the end. later i checked with noclip and saw a grenade launcher. all those unused grenades... ouch.
https://drive.google.com/open?id=0B72Jjyg-RfNFTGd2bkROcmp4Qlk
these are first demo attempts, as well as the previous demos that i uploaded, except ad_dm1
#169
#174 posted by Mugwump on 2016/12/09 20:42:45
Ha ha! It reminds me of hkBattousai who rated a bunch of excellent maps 1 without realizing the issues were on his end... Fortunately the rating system prevents these idiots from harming the average rating too much.
Mugwump
#175 posted by Kinn on 2016/12/09 20:48:10
Parubaru's not downvoting it because he can't run it - he's downvoting it because he acted like a complete and utter twunt in the last AD thread and subsequently got chased out of func.
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