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Q
#186 posted by mfx on 2016/12/10 01:18:28
secret not triggered
monsters delay spawned but never called
weird clipping due to misc_mdl and derp
unfair balance on nm at some point...
light being broken in DP
some booktextures i messed up and misaligned them
...
#187 posted by damage_inc on 2016/12/10 01:26:14
Are there any serious consequences/side effects from overwriting files in my original AD folder with the 1.5 AD files?
Beyond previous saves not working.
In my haste to play asap I missed the fact that this is more substantial than a simple update, like previous versions.
#188 posted by mfx on 2016/12/10 01:31:31
You'll be replacing older versions of files with newer ones, the replacements being mostly tweaked stuff from 1.42.
Should work, but:
Do a new ad15 folder!
Previous demos on ALL MY maps won't work for sure, i changed too much in the end.
@mfx Will Do, Thnx
#189 posted by damage_inc on 2016/12/10 01:38:32
The Fishing Ogre
#190 posted by Mugwump on 2016/12/10 01:55:57
was so cool in FourFeather, it'll be good to see him again - yeah I know, I still haven't found the time to play swampy, but I'm playing 1.5 ATM so I'll finally get to it.
Just Now Finding Time To Play
#191 posted by killpixel on 2016/12/10 05:24:46
praise:
Leptis Magna was a ton of fun. ~1hr, 15/25 secrets. The low, rhythmic thump at the beginning of the level was brilliant. I found it very eerie, menacing and mysterious. It set a tone that I really liked. Not sure why it didn't persist throughout?
complaint:
Golem knights (not sure what they're called) play the classic squishy gib sound when gibbed rather than a stony debris sound. Happens with the GL anyway, not sure if it's weapon specific.
More to come, looking forward to playing more of this.
#192 posted by Mugwump on 2016/12/10 06:26:00
I spent about 5 (yes, 5!) hours exploring Leptis Magna. Magna indeed! This map is magnificent on all accounts. Those pink vores and their offspring badly need a reskin, though, or at least a more subtle recolor. Got all kills but couldn't manage to find that damn one remaining secret, even when noclipping through the map several times.
Finished Swampy Again.
#193 posted by Shambler on 2016/12/10 12:50:53
22/25 safkngadfkngandkjsfgnsdnfjg!!!!! will have to go back in then.
This might be my favourite Quake map for all the obvious reasons. There's so much goodness in all aspects it's ridiculous. The only issue I have is the combat before the GK is awkward and always drains too much health/ammo. Other than that it is 99% perfect.
Oh, btw, the book and pedestal before the MH bridge aren't like in AD1.5 w/ QS.
BTW if you fix anything, fix the goddamned Golem instant death trap arena in Azad, especially since they're nail resistant and someone is trolling providing loads of nailboxes....
#194 posted by dwere on 2016/12/10 13:02:30
BTW, I'm constantly forgetting to say that golems (at least the smaller ones) tend to blink (disappear for a frame or few) quite often.
QS.
I Utterly Suck At Finding Secrets
#195 posted by Kinn on 2016/12/10 13:28:07
I almost never bother to do a secret hunt on quake maps, but the quality of AD maps in general do make it a pleasure to just stroll through after killing everything, peering excitedly into every damp, musty crevice, hunting for those elusive red targets that yield such satisfying treats when unloaded into.
found 12/25 so far in Swampy.
Exactly.
#196 posted by Shambler on 2016/12/10 15:04:24
24/25 aaaaaaaargh.
Even From Fucking Here:
#197 posted by Shambler on 2016/12/10 15:12:20
Coincidentally,
#198 posted by Mugwump on 2016/12/10 16:24:36
I'm also (finally!) playing Swampy currently. As I speak, I'm at 425/510 kills on skill 2, 19/25 secrets and 235 mins playing time and I'm fuckin' loving it!
Coincidentally, Me Too
#199 posted by topher on 2016/12/10 17:22:36
ad_obd
skill 3
59:47 ; 8/10 secrets ; 326/328 monsters ;; 5 deaths
another hard map. the final fight is a very hard.
i liked the possibility of using traps against the monsters
https://drive.google.com/open?id=0B72Jjyg-RfNFV0J5aHJZckRMbHc
ad_swampy
skill 3
109:50 ; 20/25 secrets ; 507/514 monsters ;; 0 deaths
wow. huge and interconected. in lenght it almost feel like a full vanilla episode. it's much more fun too.
it's hard to find all the tomes, but i did it. i didn't find all the secrets even when i really tried. this will be fun.
i also found a rocket launcher when i killed almost all monsters. yikes
https://drive.google.com/open?id=0B72Jjyg-RfNFLVBoOG9FV3JaUmc
btw, 1gb demos? those particles sure are heavy. at least they compress at around 9% of the original size
Saturday Evening With A Beer And A Chinese Takeout.
#200 posted by Shambler on 2016/12/10 20:58:26
https://www.twitch.tv/negke
For the next 2 hours, negke derps swampy. He's already ruined things by killing an ogre fisherman...
Finished A Couple More
#201 posted by Qmaster on 2016/12/11 01:10:54
Monstrosity was well polished. Couldn't find one last secret.
Azad was beautiful, very moody. Couldn't find one last secret.
Leptis Magna was just superfun. Couldn't find one last secret.
Playing through Zendar n....holy crap!! That scragmother is the mother of all coolness!!
So, I don't see any fishing ogres yet. Are the older maps updated or something? Which ones do we need to replay to see moar awesomeness?
More FDAs...
#202 posted by topher on 2016/12/11 06:16:54
ad_metmon
skill 3
28:46 ; 7/10 secrets ; 94/101 monsters ;; 0 deaths
i like the style of structure floating in the void
i'm loving all those grunt variants, and the flier robot is annoying in a good way, like the one in q2
i changed the cl_sidespeed to 200; that could be considered a cheat? :D
https://drive.google.com/open?id=0B72Jjyg-RfNFakI2R1FVWC1wOGc
ad_zendar
skill 3
56:10 ; 8/10 secrets ; 223/224 monsters ;; 2 deaths
nice town. another big fight at the end. and the scrag boss was challenging. the new monsters keep getting better.
i'm liking these interconected nonlinear maps. you get lost playing the first time, but i'm sure these maps have huge replay value
and besides replay value, you can just explore them, they are beautiful
https://drive.google.com/open?id=0B72Jjyg-RfNFTWh6NDhVVzVrSmc
i will make an user and write a review in quaddicted after replaying all the maps
but this mod is more fun and better that all the other new games in the "old school" category
and is professionally polished, something that cannot be said of modern AAA games
also, in my opinion this mod is on par with the top mod/wads in the doom community (23rd aniversary!!!) in quality
at leat the ones that i played and checked.
congrats and enjoy the praise
#203 posted by dwere on 2016/12/11 07:31:31
Which ones do we need to replay to see moar awesomeness?
The Foggy one has the ogre, I believe.
The Horde Of 2endar.
Well... it's Zendar.
This is definitely a more memorable update than the one from March this year (I remember practically nothing about that one).
I thought I was spoiled on the Nour boss fight but I didn't anticipate it at _that_ particular moment. As Shambler said this is quite a lot harder than the original, with all the updates to the AI and whatnot. My usual tactics had gotten me well rekt.
However, while this is a good update, I can't shake the feeling that it's not a very necessary update. The original Zendar was already a 10/10 map when it was ID1. I'm always a sucker for breakables and other cool stuff from AD but in this case it felt like drawing a moustache on the Mona Lisa to try to make it more complete.
And most importantly, the gameplay has been simplified by the removing the multiple silver key metagame, which was one of my favorite parts of the original. :(
I enjoyed this version a lot, but unlike how the new metmon can definitely replace the Quoth version, I'll be replaying the original Zendar rather than the AD update.
http://www.quaketastic.com/files/demos/otp_2endar.zip
Necromancer's Keep Has Some New Fog Effects
and some brushwork & entity changes.
Also A Feature Request.
Playing this map really made me wish that grenades could break through glass windows instead of just bouncing off. This already exists as QC!
http://svn.icculus.org/*checkout*/remakequake/src/weapons.qc
Pretty please mr SOC?
Terror Fuma First Impressions
#207 posted by metlslime on 2016/12/11 20:42:51
Haven't played much of this but wanted to say that, from the first 15 minutes of Terror Fuma, I love the texture combinations, lighting, and brushwork. So many unique shapes that are well-proportioned and fresh, like the 32-wide pillars with terminals on them, or the big diagonal stretches of pipe. And as for textures, not only do they gel well but it's full of little references to other things that i like, such as the pipe texture from the q2 waste levels, floor panels from stecki, radiation panels from doom2, and the tech panels taken from Android Arts.
Also the little cinematic moments like the ship landing and the bugs attacking the humans.
Terror Fuma
#208 posted by Qmaster on 2016/12/11 21:05:25
A great new theme. Loved it. So many neat moments such as the infighting, ship, pipe climbing, poison pyros! and more!
Bugs Attacking Humans.
#209 posted by Shambler on 2016/12/11 21:47:29
That was the one ;)
Magna Again.
#210 posted by Shambler on 2016/12/11 22:11:08
Skill 2 run knowing all the secrets and tricks. Got through it easily apart from a worrying moment in the final arena when I got trapped in a stone blitz and only just made it to the RA secret. Had a lot of fun this time, the secrets make a lot of difference.
WRT to the balance issues....the armour situation at the start might be problematic.
First GA is 0 monsters
Next GA is 87 monsters (87 later)
This is after 2 traps, 1 combat where if you retreat you have to go through a trap again, 10 zombies you have to axe, the introduction of new ranged attack vorelings, numerous ambushes, with the DBS in a secret.
Next GA is 142 monsters (55 later)
Next YA is 176 monsters (34 later)
Next YA is 199 monsters (23 later)
Next YA is 249 monsters (50 later)
After that I went questing into super-secrets and got lost.
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