To Kick Things Off:
#1 posted by
Shambler on 2013/07/11 13:00:30
http://www.youtube.com/watch?v=nacZqO8Zd10
(AKA I want to have Sock's babies, well he does have a point.)
http://www.youtube.com/watch?v=hT-f4Bz1If0
(AKA I've played this enough to actually get some of the secrets this time. Personally I disagree with some of this - I didn't find it too cramped, I thought the large variety of secrets was good and actually preferable to Sock's buttons, and the end room is fine, even the demo shows various escape routes and tactics)
Love Daz's Channel
#3 posted by
starbuck on 2013/07/13 13:54:37
It's great comfort viewing, and seeing as I'm too lazy to open Quake nowadays, it's a good way to live vicariously through Darren Weekes.
The level design / mapping theory chat is brilliant I agree. I've definitely learned a fair bit, despite my best efforts.
Keep this shit up dazzo, you're gonna be a star
MFXSP6
#4 posted by
DaZ on 2013/07/13 23:02:54
Interesting.
#5 posted by
Shambler on 2013/07/15 12:27:05
I think you're being a bit harsh about the layout on that one Daz. A lot of current maps have linear-ish layouts and a lot of them have structures you can't reach, to give the impression of being in a bigger area/building than you actually are....it's fairly normal?? And this map does compensate for it with a lot of varied secrets.
Good points about all the little niggles with buttons and stuff, also I like how you don't slag off the gameplay in this because I agree for the most part it's good fun.
BTW it is possible to get SNG + Quad +3Nail in this, makes the ending excellent.
#6 posted by
DaZ on 2013/07/15 17:35:24
The issue I had is that there are lots of areas in the map where the player *should* have been able to progress in a non-linear fashion but there were giant obvious clip brushes preventing this. I hate that! :)
For me the level would have been straight up better if these clip brushes had been replaced with solid walls or perhaps barred windows or something. It's psychological I guess :)
Trrue.
#7 posted by
Shambler on 2013/07/15 18:33:47
Clip brushes are not the way. This isn't a shitty modern on-rails game!
I Agree
with daz on the clip brush placement, having an invisible forcefield is always a bad move when it looks easily accessible. I tried for a good 5 minutes trying to jump through a few of those gaps (mostly to see if there were secret areas).
MFX should probably should have added glass or a textured wall there.
#9 posted by
Spirit on 2013/07/15 19:14:34
Or a knee-high ledge without attaching a third-person animation!
Thanks for promoting Daz' videos, I neglected to watch them recently but really enjoyed watching some today.
Same
#10 posted by
Drew on 2013/07/15 21:10:08
Always good commentary, even if I disagree at points.
Just Watched Mfxsp6
#11 posted by
Drew on 2013/07/18 06:54:38
Agree with Shambler, but also am glad you put up your review. Hopefully it'll inspire him to test a bit more with the next one... where did mfx go, anyway?
Right Here!
#12 posted by mfx on 2013/07/19 11:56:37
Derping
#13 posted by
mfx on 2013/08/02 22:55:49
with, at least what my GF says, a 'sexy voice'....
Don�t die
10.000 feet below...
And..
#14 posted by
mfx on 2013/08/02 23:18:33
tbh i like Daz�s videos, they are teacherous at some point, which actually helps a lot!
And at the other hand, he shares his insights about leveldesign, which offers nearly everytime a totally new view on some issues...(to me).
DaZ yeah, keep on doing this!
An Array Of Squares That Change Colour 30 Times A Second
#16 posted by
DaZ on 2013/08/09 21:37:12
A past and future secret by Matthias Worch and Negke -
https://www.youtube.com/watch?v=KR4O_VFfUUo
Nice One Daz. P.s. Add It To Map News Thread Too.
#17 posted by
Shambler on 2013/08/09 23:14:00
You've highlighted all the gameplay qualities well. I like you describing the Ogre corridor as very "classic Quake" - that sums up what I liked about this map, that a lot of the gameplay trickery and ambushes felt like how Quake felt for the first time - subtle little tricks and surprises that keep adding spice throughout the map.
I too really liked the silver key area. I know neggers was agonising over that to try to make it interesting but palatable to most players, and it worked well.
You can just straight jump to the GL BTW.
#18 posted by
Joel B on 2013/08/10 21:15:27
My memories of the original BB were a lot about the (as Shambler says) "subtle little tricks and surprises that keep adding spice", so it was nice that this release had the same spirit.