Found A Special Place In Ceci N'est Pas Une Pipe
#172 posted by Pekka on 2014/09/21 16:39:09
I spend a good while exploring the Pipe map by Mfx for all the sekrits. It's a great map, and I did find all the legit secrets. Still ended up 6 kills short though.
Probably the most appropriate thing to see after finding the last of them would have been a message telling me to get some sleep, but I will settle for being saluted. It's all good.
I also found something that I very much hoped would have been a secret, but wasn't. It is possibly a place the player is not intended to go to. There is no message or anything else when you get there, so I can't say. Some things look like things you aren't supposed to see, at least.
I recorded a tiny demo of me going there and walking around a bit. It was such a fiddly route that I had to settle for flubbing the first rocket jump. And well, I'm not that good at rocket jumps.
Link:
http://www.quaketastic.com/files/demos/rrp_pekka_mfxpipe_special.zip
It's recorded with protocol 666 with a recent SVN build of Quakespasm on a 64bit Linux env. I suppose only the protocol 666 bit should matter here.
Mfx might be interested in checking it out as the map author. I'm not sure why anyone else should care, unless you want to know about a place on the map that definitely does not have any secrets at all :)
Pekka
#173 posted by Barnak on 2014/09/21 17:05:31
LOL !
Nice place, with the holes ! hehehee !
Correct
#174 posted by metlslime on 2014/09/21 23:17:20
it's Eurostile (AKA microgramma) bold extended.
10/10
#175 posted by affine on 2014/09/22 03:56:03
Just played through Telefragged earlier today. It was super beautiful, and I'd highly recommend it to all quake lovers. The entry map is also pretty sick. Currently playing through the next map in the pack.
Still Slowly Savoring The Gameplay
#176 posted by Dooomer on 2014/09/22 08:51:15
of a well made SP quake map pack.
Currently at 189/679 in Telefragged with 2 secrets found.
I think this pack will take me 5 to 10 days to finish.
Belated Comments
#177 posted by nitin on 2014/09/22 12:49:40
locust - very impressive map although I think the most impressive visual area comes way too far into the map (the big room with lots of walkways and one of the key doors in the bottom corner).
Bit of a lack of progression in terms of objectives (not so much actual progression which was easy enough to work out). Gameplay was enjoyable but I wouldnt call it memorable.
Telefragged
#178 posted by nitin on 2014/09/22 12:57:20
well I dont know what to say really. Probably the most memorable map of the pack if not the best IMHO.
The start was an interesting experiment and I thought it worked well enough once you figured out what was going on. But you cannot work it out on first playthrough IMHO which is a design flaw I think. Some short text or a small cutscene at the start could have made it clearer.
I also thought there were a number of quite plain looking areas that kind of stood out compared to the rest of the uber detailing.
It also did become exhausting in a number of parts, mainly because of its sheer size and scale. Never enough for me to quit and come back to later but enough for me to pause the game every now and then.
That's the nitpicking. The rest is fever dream brilliance IMHO. Although the map was exhausting I never found any of the particular combats grinding which is a feat in a map with a monster count that almost reaches 4 figures!
Visually, the majority is amazingly detailed and cohesive and the end sequence destruction is also memorably pulled off.
But above all else, like in Warpspasm, there was a feeling of prevailing evil/dread throughout the entire map, which IMHO is a very difficult thing to pull off, let alone at this scale. It kind of reminded me of the first time through Zerstoerer.
Pipe
#179 posted by nitin on 2014/09/22 13:01:11
IMHO this is one of the best looking quake maps ever produced, the architecture and texturing is very complimentary of each other, if not always original. Mfx's improvement in the bisual department has been exponential!
Some of the combat setups were a little odd but on the whole, gameplay was very satisfying.
My favorite of the pack, the visuals get it over the line compared to telefragged.
Oops
#180 posted by nitin on 2014/09/22 13:01:41
that should be visual not bisual.
Lol!
#181 posted by mfx on 2014/09/22 13:08:32
Freudian slip?
Thanks for your kind, warm words, brother.
Yes
#182 posted by ijed on 2014/09/22 13:26:55
Thanks to all who've taken the time to give such considered feedback.
Praises And Small Nitpicks
#183 posted by Pekka on 2014/09/22 16:51:10
I really like this pack. I love the attention to detail (including effects like the lightly waving flags) and the new monsters and new monster behaviors are on the whole great. I've gotten a lot of enjoyment out of the parts I've played, and there's a still a fair amount to go.
Wanting to nitpick a little, I find a bit odd you can climb ladders with your back turned to them. I'm not suggesting the scripting should be reworked to try to eliminate this, but it's a diverting image escecially if you fire a weapon at the same time. (I'm not even sure if it works consistently with every ladder, but it definitely does with some.)
I also have a comment on the early GL secret in Locust in August. I try to be vague so as not to spoil it for my fellow secret-hunting aficionados. It appeared the intended way to reach it involved finding the button, but I dropped down from above instead and found the GL before the button. How the button worked from the other side was confusing for a few moments.
I regret not recording any demos of my first explorations. I should get into the habit of doing that to give the authors the chance to watch some really really boring Quaking :) (Seriously, though, I understand it's good feedback and I intend rectify my lazy habits in the future.)
Locust In August
#184 posted by Oldone on 2014/09/23 00:00:44
Great level, never got lost. Died in the slime once, player should be able to get out of there. Nothing else to comply actually, who am i?
Crazy detailing all over. Awesome.
Here is a Demo.
Thank you for your hard work, now to the other maps..
8-)
#185 posted by Hrimfaxi on 2014/09/26 21:20:36
Thank you Oldone.
Enjoy the other maps!
AWESOME!
#186 posted by OJALLA_jalla on 2014/09/27 02:35:08
The Long Drop Secret
#187 posted by hkBattousai on 2014/09/29 17:28:31
Can anyone tell me how to get that "long drop secret"? I tried to activate it for 15 minutes but couldn't find the trigger. I'm so frustrated.
I Can't Play The Third Map
#188 posted by hkBattousai on 2014/09/29 17:33:26
I've played Locust and Telefragged. Quake Injector shows me two other maps named "Mfxsp19" and "Mfxsp20". However, when I try to start them, I'm spawn at the start up region instead. How do I play them if they are actually playable?
Weird
#189 posted by ericw on 2014/09/29 17:38:25
but try getting to mfx's map from the start map, it's on the top floor. Mfxsp20 is a secret map.
The Third Map
#190 posted by hkBattousai on 2014/09/29 17:42:36
I found the entrance, through the exhaust pipe. Never mind.
It tells me that I'm the last hope of the mankind, but they still send me with an axe and a single barrel shotgun... Come on world! I'm your LAST HOPE!
Secret Map?
#191 posted by hkBattousai on 2014/09/29 17:43:45
Where do I find it?? :)
Mfxsp20, WTF !?
#192 posted by Barnak on 2014/09/29 17:54:57
When I try to launch the mfxsp20 "secret" map from the console, the map launches and return to the console after just one second, with this message :
"951 efrags exceeds standard limit of 640"
WTF !?
Okay, Found It...
#193 posted by Barnak on 2014/09/29 18:04:42
I was using the command -quoth at the start. Removing it gives access to the mfxsp20 map. But then this is a tiny map with just 6 idiots to kill. What gives ?
How do we have access to this "secret map" from inside the levels ?
#194 posted by Spirit on 2014/09/29 18:09:29
#108
Long Drop
#195 posted by ijed on 2014/09/29 21:38:06
Is broken I'm afraid.
If you noclip down you'll find the platform lowers in order to take you back up - this is the position it should have been from the start.
I did fix this issue, but due to Dropbox shenanigans the fix was lost, along witha few others for HOMs when looking through walkways :[
@Barnak
#196 posted by mfx on 2014/09/29 22:01:03
Dude, if you don�t get it, just shut up and stop shitting here.
You probably can�t imagine what effort it took to make these maps.
I feel sorry for you.
@others
Yes the credits level is only meant to be accessed through mfxsp19. I had plans to make it accessible through the start map, but my poor knowledge of setting it up correctly forbid that.
Maybe next time.
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