I Remember
#21283 posted by spy on 2012/01/30 11:33:18
there was some guy of the quake sadlark fame whos been working on episode/unit some time ago. what happened with him?
Yeah
#21284 posted by nitin on 2012/01/30 11:57:47
sequel to Angron, lost it in HD crash I believe.
The only q2sp still being worked on, or was, was Musashi's map pack :
http://musashi.backshooters.com/index.html
But last update was Jan 2010. Maybe Maric knows?
Q2 Maps Reviews
Haven't Missed Any Q2SP There That I Can See
#21286 posted by ijed on 2012/01/30 12:49:38
But the one's I'd pick out as special favourites;
Citizen Abel Series
Light (Needs Awakening mod)
The Widening Gyre
Spogsp1
And anything made with the Lazarus mod - even its test maps in a series of abandoned warehouses are fun.
There was one Lazarus map pack, I think it was called Garage Inc - that was pretty good.
Ah!
#21287 posted by ijed on 2012/01/30 12:50:55
There is one missing off those lists:
Strogg Towers by Daz
"Dav"
#21288 posted by ijed on 2012/01/30 12:55:24
Also
#21289 posted by ijed on 2012/01/30 12:56:59
Another one you should definitely try is 'Wierd Comic Art Quake2'.
I Have To Add
I used to play Q2 custom maps, and checked almost every recommended one, but I never really liked how Q2 plays.
Overall balance, monsters, slow weapon switching and other timing effect - everything seems off making it much slower and less fun game than older shooters (Doom, Quake, Duke etc)
#21291 posted by rj on 2012/01/30 19:47:28
i wanted to elaborate a bit on COS3 this morning but didn't have time. it's actually my favourite custom release of any FPS game. the whole thing has an amazing edge-of-seat atmosphere with great use of dark shadows and ambient sounds, and it really plays to q2's strengths by not relying on fast-paced action & horde combat; instead carefully limiting supplies and ensuring every enemy confrontation is properly staged. it's dark, tense and scary, but ultimately thoroughly satisfying.. best experienced in the dark with headphones :)
i last played it mid last year during a break from doom3, which i was in the middle of at the time. there was one moment that struck me as twice as scary as anything d3 could manage, where you navigate a long corridor followed by a huge warehouse type room full of crates, all the time with very limited health, and for a full few minutes you can hear the constant tapping of a parasite's foot. it's hard to make out the direction or distance it's coming from and you'll creep through the warehouse thinking it's round every damn corner, finding out it isn't, breathing a sigh of relief and tensing back up again as you creep forward. such a simple, subtle and effective technique to put the player on edge
#21292 posted by necros on 2012/01/30 23:02:11
you can hear the constant tapping of a parasite's foot.
that was something i noticed when playing spogsp1... q2 monsters are noisy mofos. i kind of just rolled my eyes near the end of the map with all the iron maiden moaning... thank god they didn't replicate that in q4. :P
Is It
#21293 posted by Nitin on 2012/01/31 00:28:38
Grinspq2 or grinspq3 that has that heavy alien vibe?
#21294 posted by rj on 2012/01/31 08:57:48
i have no doubt alien inspired much in both of them :)
I Can't Place The Maps
#21295 posted by ijed on 2012/01/31 12:34:03
From the screenshots, though I'm sure I've played them.
Time to reinstall Q2?
Ghd
#21296 posted by ijed on 2012/01/31 12:40:54
but I never really liked how Q2 plays
Yeah, its not as good as Quake. Too slow, not inventive enough with the monsters, although level design was top notch.
I would have liked it much better with less humanoid enemies.
Gladiator, parasite, medic brain in a jar were all cool whilst things like the icarus (why give it legs) and Enforcer (that fall over shooting thing got old quickly) just looked silly.
Gunner was cool I suppose, but he the humanoid should have been few and far between. Imagine if the three basic troopers were instead quadrupedal, or if there was an arachnid crate loader creature.
The Makron was awesome. The shitty railgun head thing (humanoid again) that popped out was like a a Kinder Surprise having a turd in it.
#21297 posted by rj on 2012/01/31 18:48:30
the shitty railgun head thing was the makron. the thing that held it was called jorg, i think
#21298 posted by Spirit on 2012/01/31 20:51:18
Who's fault is it when centerprints are not send to all coop clients? Played id1 with quakespasm (both dedicated server and clients).
Is quite funny that in PC Quake 2 the final boss is piss easy but on the playstation it was rock hard (not just because of worse controls either)
Also yeah Quake 2 everything was too slow. The Tanks were pathetic really, compared to a Shambler. And nothing Fiend like either really :E
There Was The Mutant
#21301 posted by ijed on 2012/01/31 21:16:03
But it was so big it got stuck on everything.
There Was A Lot Of Enemy Combat Issues In Q2...
#21302 posted by metlslime on 2012/01/31 21:53:15
too many hitscan enemies, too many slow, high-HP enemies, and then the ones that were effective were often TOO effective, i.e. the gunner grenade spam. And i don't like the feel of the weapons as much.
My favorite was probably the bezerker, he was kind of a beefed-up quake knight -- rush the player and melee, but with enough health that you had to backpedal as you fought him. That was sort of the model for my rubicon2 dreadmaughts, actually.
I also like the flyer since it requires careful aim, but you also have to periodically side-step his attack, which throws off your aim again.
Parasite was a good panic-inducer, like the tarbaby -- not exactly fun to fight, but a good tool to make the player feel less in control.
The more I play around with Knights in quake the more I like them. They have just the right health level that they take a few hits with low weaponry but are easily taken in large groups with better gear. Plus the moving attack and range makes them pretty nasty if they corner you :)
I completely forgot about the mutant thingies in Quake 2... man that's just how crap they were. I recall every time you fought one you could either spam it with grenades from above or just screw its movement on geometry as you say :(
Centroid
#21304 posted by Preach on 2012/01/31 23:02:10
Who's fault is it when centerprints are not send to all coop clients? Played id1 with quakespasm (both dedicated server and clients).
Centerprints are sent to a specified player by design. So blame the QC I guess? On the other hand you could view it as a conscious choice that stuff like "there are more to go" is only sent to the player who's doing something to advance the counter.
Q2.
#21305 posted by Shambler on 2012/01/31 23:26:36
I liked the gameplay. I liked the different style that some enemy were slow but could really fuck your shit up if you got caught out by them (e.g. Gladiator). I liked the weapons and stuff too.
^ I'm With Stupid
#21306 posted by rj on 2012/02/01 01:24:42
it may go without saying i also enjoyed it. however i agree the mutant was terrible; i'm not sure how they managed to fuck it up so much given how effective the fiend was. the animation and physics just seem screwy in comparison
...outdated, What Do I Hear All The Time
#21307 posted by madfox on 2012/02/03 18:19:11
I enjoyed Q2 on another part than comparing it to Q1. I expected more than Q1, as the better graphics and engine did. Then I realized Q1 isn�t replaceable.
The outer base with the waterflow realy blewed my imagination as I spend much more time enjoying the map layout, then fighting monsters. So I died more than once to the incoming attack.
They acted a bit odd, as they were more accidental then hard to fight.
The railgun stuttered me backwards evertwhere.
At least a real backclap from a weapon.
At the end part there was a berseric with two grrlz happily together, which playing the second time were gone.
I just hated that yellow light!
Of course it suppose to be a mars base, but I did everything to get rid of it.
One of the mission packs didn�t have it.
|