 Glad You Liked
#167 posted by ijed on 2007/06/01 21:37:34
But as you can see from the demo I put on the hub there's not enough ammo - I should have put around ten more boxes of shells scattered around throughout the map.
It's missing more of the meatech machinery, like the spinning or floating bits - I just ran out of time.
The void thing is a constant hazard torturing on the nerves, as well as the multidirectional laser traps. It was indeed part of my progressive trap masterplan, it worked, but its pretty grim. Kind of the style for the whole map.
The end I kind of spoiled for the benefit of speedrunner, towards finishing the projst.
Before if you fell off you hit void that seperated the large central area (top from bottom) - I removed it so speedrunners could rocketjump to the top (like Mandel in his demo).
It would have been better if I'd used some of the func_togglewall tricks that are in other places of the map to funnel monsters - if the player touches it then it vanishes (via trigger_once) shots can go through it but monsters can't. Of course I'd have to include a trigger_hurt that's killed so a rocketjumper would deactivate the 'trap' anyway. Ah well, I think its the median strip.
 Hmm
#168 posted by HeadThump on 2007/06/01 22:58:52
my zippers are incomplete at the office
That's what usually gets me in trouble.
 Ijed.
#169 posted by Shambler on 2007/06/01 23:52:38
*Nods*
 Awesome
#170 posted by [Kona] on 2007/06/02 06:54:39
Indeed -HEAPSIZE wasn't working. Lower case and everything was fine. Continued from where I left off at the start of warpc and didn't move my ass till I finished the whole thing. Took nearly 4 hours!
Gameplay was fantastic ijed. I would have gone for many more massive battles, but it wasn't really necessary. I was playing on normal of course, but the whole thing was pretty well balanced for me. Died lots of times, mostly in the near lethal surprise ambushes and a bunch of times on the traps. But never got stuck on any battle, and I was never low on ammo and always had heaps of rockets/cells. The few times health got a bit low was only in warpd, and there were many MH's scattered around. It's just a little annoying having to go on a trek to find one you passed earlier. The battles at the end of each map were fantastic. The end battle, I would have done differently though. I died several times... each time either falling off the edge or killing myself with the quad and PG/RL combo. No void, much more room, and maybe no quad at all would have made the battle longer. Completely missing the RA in the last battle and going in with no armour didn't help.
Found about 4 or 5 secrets during the entire game, so they weren't really required for normal. A couple were RA's, another a pointless rune, the rest were powerups I didn't bother using anyway. Didn't get SNG until halfway through warpc, and the RL until warpd, but if I had them alot earlier things would have been MUCH easier. Not sure if the RL shows up in an earlier secret...
Anyway I'd give gameplay a top score.
The design of the levels is great, especially considering this is your first release (I think?). The layouts were all fantastic. I didn't really mind the size of them much at all... they were well interconnected. The only problem for me was nearly getting lost several times because the design was quite repetitive, especially in warpd. There could have been more big setpieces. There were a few maze areas, 2 particularly in warpb and warpc, that I didn't like. Those 2 levels were the best looking, especially warpc - that was a fantastic looking level. warpb was great looking, great level design, but I'm just not a big fan of the texture set. The third main level, warpd, I didn't like the texture combination at all, and some of the design was pretty bland. I've never been a fan of void maps, but that's just a personal preference. Of course, if you add much more detail to everything, you wouldn't be able to make such huge levels, so its a tradeoff.
Anyway fantastic pack ijed. Certainly in my top 10. Can't wait for you to make more, but I would prefer more medieval like warpc.
 Cheers
#171 posted by ijed on 2007/06/02 18:02:05
Kona;
The pointless rune you mention - I'm almost certain it was n warpc. The reason it exists is because it allows access to another secret. There's two like that in warpc.
It was a design decesion to make warpd bland - large open floorspaces bordered with void, blocky architecture with buzzing light fixtures. It's not too cool looking but it does function - Just needed more of the details that are scattered around, like I said.
Both the SNG and RL are obtainable by secret in the map beforehand - proceeded by a message 'something opened . . .' but they're not too easy to find and only there in the final 1/3 of the map.
Incomplete zippers are a major problem - something must be done about this blatant disregard for public decency.
 I Wonder What I Have To Do To Play This ...
#172 posted by mwh on 2007/06/02 22:23:26
... given that I don't have windows. I have joequake on linux (running under parallels, so gl performance sucks, could install linux natively) or vanilla glquake on os x (the fruitz of dojo build), the source to both and am willing to hack a bit.
Ideas? What are the features of the warpspasm engines that I'd have to reimplement?
 There Are No
#173 posted by aguirRe on 2007/06/03 02:29:32
special custom engine features that need to be added for this pak to run, i.e. any Q1 engine should be able to run this pak if just all the bugs were fixed and unnecessary limits were removed.
All files are in plain Q1 format, although utilized to the hilt. There are no q3bsps, md2/3, mp3 or other non-Q1 stuff in it, not even png or jpg. Just plain bsp, mdl, wav, tga etc.
Since WinWarp can run it, there are no required extensions. It'll look better with skyboxes, fog and external mdl/spr texture support, but it's not required to run it.
And those extra items are all in the most common formats that many engines support, e.g. tga skyboxes/textures. The external mdl/spr textures are e.g. in JoeQuake style (inherited from FuhQuake, I think)
You'll need to expand the engine protocol to accommodate for the higher limits, but that can be done in any way you see fit. The only time the protocol makes any difference is when playing MP (e.g. coop) or recording/playing back demos. In those cases, you'll need to have the same protocol in all clients/servers.
Otherwise the protocol is just an internal engine method that can be implemented in any arbitrary way. My implementation is as simple as it gets, just expanded fields for mdls and sounds.
 Ijed
#174 posted by [Kona] on 2007/06/03 09:18:19
yeah i read that the runes open the secret level earlier. what i meant was it was useless for ME, since I wasn't on nightmare and never found the other ones. i just noclipped to the secret level anyway, hehe.
so ijed have u started your next big q1 pack yet? :)
 Mwh
#175 posted by Spirit on 2007/06/03 09:58:38
I played it fine using wine. :)
 Wine, Hmm
#176 posted by mwh on 2007/06/03 12:18:25
Not working quite righ for me, but it's an interesting idea... I'll hassle you over details in IRC some time!
 Mwh
#177 posted by Spirit on 2007/06/03 14:54:04
Shouldn't be too hard. All I have installed is wine, wine-utils, libwine, libwine-alsa, libwine-gl. All 0.9.25-2.1 from the debian repositories. I had to append -noipx to the commandline (wine glwarp.exe -noipx -quoth -game warp). I had sound crashes (resulting in lots of noise) every now and then, that was annoying but I think it is my crappy onboard soundcard.
 [Kona]
#178 posted by ijed on 2007/06/03 18:53:31
Well, I'm messing around with some stuff and have a couple of test maps, and I'm maybe going to learn some Qc, or how to copy + paste it, anyway.
Nothing like the size of Warp, maps topping around 200 monsters or so.
 All Right, I Give Up...
... spent the best part of last weekend(in and out) trying to get the last 2 secrets of warpe. To no avail. I only found crushing, ballache and fearless. Could not figure how to get to sneaky and , of course, the last one's missing(rune?). Please, oh, please anyone willing to lend a hand?
Pleasee...
 Ok
#180 posted by ijed on 2007/06/04 14:03:59
Here's some hints:
Jump through a hole in the wall near some Shamblers and Gaunts for sneaky.
The lost shrine is the final one, though it has no rune. Search for it after you've dropped through the Vermis pit teleport.
 Map The Fifth.
#181 posted by Shambler on 2007/06/05 00:22:59
Several attempts, obviously.
Does what it says on the tin really. Hard gameplay and a brief but brutal final battle. Not much finesse but fun enough. The challenge seems to come from the lack of cover, and those flying things getting where you can't hit them. It was pretty good. I like the architecture better, it had hints of WarpD but enhanced on it with increased grandeur and more fleshy bits. Being considerably shorter the void and the challenging gameplay didn't get tiresome. I do think a bit more variety in gameplay would have been better though.
 Overall...
#182 posted by Shambler on 2007/06/05 00:28:43
This is a hugely impressive pack. It has taken Quake into a whole new level of size and hardcore attrition gameplay.
Some of it I didn't like, a lot of it I did. I do think my attempts to get through the maps first go were actually the wrong thing to do - it was a pretty gruelling challenge. Playing a map in "episodic" stages was more fun and would have allowed me to appreciate the sheer scope more - this worked for WarpC, although I still maintain that's the best for objective factors.
However even though I found some of it gruelling, this pack has certainly been prominent in my mind in the last couple of weeks - it has got me quite addicted in fact. That in itself is a good feat for a map release!
Well done ijed, a hell of a way to make your mark.
 Thanks Shambler
#183 posted by ijed on 2007/06/05 15:05:13
And the best way to play it is piecemeal, at first at least. For second runthroughs try the extra game mode options - I still haven't played it in coop modes myself; trying to get a group of four together, but not easy in Quake.
 And...
#184 posted by distrans on 2007/06/06 05:28:55
...for those of whom it might be of interest, here's the high spec stereo version of the track I made to accompany 'warpe'.
http://shub-hub.quaddicted.com/files/misc/warpe-dis.mp3
 Err...
#185 posted by distrans on 2007/06/06 07:07:03
...worst English sentence ever. Sorry for butchering the language.
 256 Kbps!
#186 posted by johnxmas on 2007/06/06 07:21:21
high spec stereo version of the track I made
Hey! warpe soundtrack is way cool! Thanks for this!
Any other music files of yours accessible out there?
 Cool
#187 posted by ijed on 2007/06/06 14:51:42
Distrans - I called it starscream inside the pack's readme because of the email conversation . . .
Thanks for this stereo version - goes in the playlist :)
 JohnXmas...
#188 posted by distrans on 2007/06/07 06:20:08
...only the Travail soundtrack (in terms of ambient) so far. That should become very useful on Monday or Tuesday of next week.
There's other bits and bobs (some pop, rock and even country) but nothing I'd recommend. When the current Folk Noir project gets some stuff together, I'll point you at it.
ijed: I thought about it, but out of deference to tronyn I decided to go with warpe-dis :)
 . . .
#189 posted by ijed on 2007/06/07 15:07:28
So Travail is out next week? Nice.
Also, never heard of Tronyn's Starscream map - Ethereal Hell says it was part of the Coagula contest . . . have to play.
 Also...
#190 posted by metlslime on 2007/06/07 21:13:27
Star Scream is a great name for a map.
#191 posted by johnxmas on 2007/06/08 02:00:07
the Travail soundtrack
Yeaaah. I didn't miss this release some months ago, but I tried not to spoil my pleasure and kept it fresh for the - now soon to be released :P - Travail mission. (Once you've seen a good movie or played a great game, listen to its related soundtrack is such a compelling and addictive memory trigger!)
...Although my Travail soundtrack CD is burnt ready yet!
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