Nitin
#201 posted by JPL on 2008/05/29 14:01:11
...the textures were employed better than in jpl's map IMHO.
Yes, I agree on that point: I have to admit distrans really kick my ass there :D
Pretty Fun
#202 posted by scar3crow on 2008/05/31 05:45:16
I liked the textures - though I admit having a hard time spotting a door initially (I was wondering why you had given me the silver key, as I didn't even see a door to open let alone unlock). I played on Easy since everyone spoke of how hard it was. Easy had a few moments of kind of toughness, where I managed to become a little frantic. The thing is, the only enemy that was a real problem were the Defenders. They were the only ones who did any considerable damage.
People spoke often of cheap moments, but the only one that seemed cheap to me was going up the stairs after the silver door, and having the Defender spawn in below you, with the lasers ahead of you. I suffered a lot of damage from that, as I had no room to move - in all other occassions, space was most definitely ample.
I played it in DarkPlaces so you know, it ran fine - maybe a tad slower than other maps, but never slow in terms of gameplay responsiveness.
I find great humor in people speaking of this map being less about running ahead, and how its different from other Quake maps, as it seemed to be more Rushing Ahead than other Quake maps for me... But I also generally play very conservatively. This could also just be an element of skill 0.
The shaft was some rather overpowered item placement, it completely nullified the existence of the Edie. Pretty solid map, at least on skill 0. Wish it was less linear though, and I do wish you had marked ... less obvious, items as secrets, as I do get curious about such things.
Alright, having just now ran around it in God mode on normal and hard, I can see that it would be quite difficult - though I had trouble even seeing the monstes due to the Pyros. It actually looked annoying at times, particularly the Eliminators, who are quite annoying even with God mode on.
But Please
#203 posted by scar3crow on 2008/05/31 05:46:35
Make greater use of the destructible brushes - all that machinery and nothing to break!
Same goes to you Biff!
Sssssssss
#204 posted by stevan on 2008/06/03 20:31:00
Demo Recording
#205 posted by inertia on 2008/06/06 11:01:15
I'm playing this map (on skill 3) and I want to know: is there a way to keep a demo in record mode while I do a quickload?
JoeQuake
#206 posted by RickyT33 on 2008/06/06 11:09:36
I think JoeQuake supports that kind of stuff...
I've never tried it..
JoeQuake
#207 posted by Ankh on 2008/06/06 14:44:40
You can start recording a demo after quickloading in JoeQuake.
JoeQuake is amazing anyway.
Lotta Negative People In The World(ok..that Was Passive-agressive)
#208 posted by slaine on 2008/06/07 01:44:32
I played the map on Telejano. It worked great until the exit. The gold key opens the elevator
but the elevator never comes down. I liked the map thank you. Oh, the shambler trap was about the only thing I DIDN'T have a tough battle with. Before going through the door to the trap, I shot the shambler and backed up to the closed door by the button, the shambler wouldn't follow and I shot him from a distance like the coward I am.
You May Think
#209 posted by cornelus on 2008/06/12 22:30:21
that repeating sound that may want to be a music, is funny. but is not. its stupid and annoying.
i started playing it in joequake. i cant figure how to get past red lasers. i got the under way, but come back to the starting hall.
Cornelus
#210 posted by nitin on 2008/06/13 00:38:38
you have to shoot something behind the lasers, the other path (through the vent) was just a diversion
Right
#211 posted by cornelus on 2008/06/13 23:37:42
found it. i was fooled by somebody that said previously, that up the lift and behind the crates... and I was looking especially there.
Btw
#212 posted by cornelus on 2008/06/13 23:39:46
the end difficulty is mad. the only chance (for me at least) is to run to a safer place right when u get the golden key and when near exit. and to fight the enemy from there. but of course all paths are blocked and i still got wounded...
Demo
#213 posted by Sielwolf on 2008/06/19 01:36:15
Now That Was Some SeriouS Shit!!!
#214 posted by RickyT33 on 2008/06/19 01:52:38
Nice demo Sielwolf!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!1
I Have The Demo And Im 11 And Wugga U Better Talk To Me
#215 posted by DaRk_SpYro on 2008/08/01 01:40:11
I'm quaker BITE ME ALL
I Have The Demo And Im 11 And Wugga U Better Talk To Me
#216 posted by DaRk_SpYro on 2008/08/01 01:40:23
I'm quaker BITE ME ALL
I Have The Demo And Im 11 And Wugga U Better Talk To Me
#217 posted by DaRk_SpYro on 2008/08/01 01:40:38
I'm quaker BITE ME ALL
Hmm
#218 posted by nonentity on 2008/08/01 01:51:25
Like the dragon?
An 11yo wouldn't remember that surely...
#219 posted by Zwiffle on 2008/08/01 19:43:56
I think there's gotta be some law against biting an 11 year old. Don't take the bait!
#220 posted by gb on 2009/06/16 20:48:25
Replayed this a week ago, and took an extended sightseeing tour.
It's really quite an amazing map. The main thing is that it never gets boring. There's always something new and different around the corner.
Of course this results in a lot of air ducts that really don't do anything, except create a diversion. You kinda wonder why anybody would construct a base like that, similar to the DOOM3 maps, which seem to be random (good-looking) structures connected with other random (good-looking) structures.
All those niches and alcoves full of strange modules of all sorts, really just things with pipes sticking out of them, vaguely resembling boilers, or accumulators, or just some incomprehensible machinery...
It's weird, because part of me keeps asking "what IS this stuff?" and "OK, why did they create a lift for space fighters in the middle of the base?" or "what do they need BOILERS for, anyway?" but this also creates a sense of wonder. Kinda cool really.
There's not really any sense to it all, but that is part of its coolness.
I have no idea what most of these strange machines do, but they sure look cool.
I might just start to have some in my own bases. :-D
The use of sounds was cool, too, if not really done up to the level of Half-life or Doom3 (luckily, people talking to me all the time would get on my nerves). More maps should use all sorts of sounds. There are free sound databases on the internet.
I still don't really like defenders. At least not four of them in the same place with no real cover. Most Quoth monsters have too many HP for Quake's measly weapons.
SOCK.
#221 posted by Shambler on 2010/04/03 16:29:19
You need to play this map :)
I know its old and stuff, but with
fitzquake085 fog looks broken
http://i.imgur.com/hKWk2.jpg
What...
#223 posted by generic on 2011/11/19 16:48:36
An amazingly hijacked thread ;)
Easy Run
#224 posted by Orbs on 2011/11/19 17:08:46
map didnt play smooth for me quit after first exit: 2:12
Bump
#225 posted by Drew on 2014/01/15 06:17:04
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