#23813 posted by bg on 2013/12/30 20:47:00
When I play a Quake map these days, I am much more interested in the architecture and lighting than I am in the actual fighting with monsters. To me, the monsters are just there to give me something to do while I am wandering around admiring the brushwork.
Yeah, this is why I always play new quake releases on Easy, if I play them at all. And then I get annoyed because it STILL throws too much combat at me and doesn't give enough health. But people tend to think you're a pussy if you play on Easy, I guess.
When I see multiple engine limits exceeded and new bsp formats are required, then I can't play that map. It makes me wonder why the map was for Quake, it seems it should have been made for a different game.
This is a fallacy. It's not the monster count that breaks engine/bsp limits, it is the brushwork. Pretty brushwork and details have their price.
BSP2 format wasn't made because people wanted high monstercounts and grind gameplay, it was mostly because the maps got too detailed and because details and outdoor areas combined break the old quake limits (mostly clipnodes.)
You can have 666 monsters without needing a new BSP format, as warspasm proves. So broken limits != grind gameplay.
#23814 posted by bg on 2013/12/30 20:49:34
actually my first map that required BSP2 only had like 50 monsters at the time.
Agree With BG
#23815 posted by Breezeep_ on 2013/12/30 21:15:32
I've played a large map pack before. It was called unforgiven. So Beautiful...
Well
#23816 posted by ijed on 2013/12/30 21:43:05
The consensus so far seems to be that bad monster placement ruins maps.
Playing through Zendar again and I'm struck by the precise care sock takes over his placement. For example an ogre that facing away from a lift but turns when it appears to hear it arrive.
Details like that are so small and easily missed, but add so much to a map.
I can still cheese your non-z-aiming Ogres though sock ;)
Z-Aware Ogres
I'm really tempted to set up a monetary bounty for a vertical aim algorithm that doesn't completely suck balls.
I Just Use
#23818 posted by ijed on 2013/12/30 22:21:09
The one from the inside3d tutorial... It can probably be improved but I've got all those other features to polish.
What's your beef with it?
I Just Use
#23819 posted by ijed on 2013/12/30 22:21:10
The one from the inside3d tutorial... It can probably be improved but I've got all those other features to polish.
What's your beef with it?
Pie Dust Clues
#23820 posted by ijed on 2013/12/30 22:24:28
Pile done Pom sea backside tree dee two tore we al.
Woes pour leaf quid itch?
#23821 posted by sock on 2013/12/30 22:28:36
Playing through Zendar again and I'm struck by the precise care sock takes over his placement.
My favourite ogre is the one right next to the Gold Key. If you come up the elevator, the ogre is facing the right way to be in your face. If the player opens the shortcut to the zombie courtyard and goes off wandering, the ogre drags the player back by shooting some nicely placed reminder grenades at their back :P
Hmm
My problem is the extra propelling power they receive, which is pretty ridiculous since they're shooting grenades, not rockets. But looking at the tutorial, it seems like removing the missile.velocity lines should be enough... so maybe nevermind about that bounty.
Sock
#23823 posted by ijed on 2013/12/30 22:54:22
After the discussion on why do I waste time randomising enemies it seems you've done the same, but with exploration instead of taking the easy qc way out.
OTP: I'll do that then, since ogres have enough health to continue closing even if their grenades aren't reaching. The easier solution is probably only to make them fire from mid range... failing that a custom one will probably work. Does the Quake range system for monsters take into account verticality? It'd be an epic fail to break the grenade spam from above Behaviour. There's probably a way of canceling out the z distance with some vector maths voodoo if so.
#23824 posted by negke on 2013/12/31 00:05:25
Maybe they could be granted a certain leeway, a (random?) bonus range. But I agree that increasing their attack range way beyond the normal limit is not a good move. It applies to other monsters as well. In a way this feels like a workaround - instead of adjusting the level design to the monster behavior.
Well
#23825 posted by ijed on 2013/12/31 03:00:28
That's the discussion about z aware enemies - the mapper can be lazy. I like to use this feature for good though, for example the first ogre in my current level fires upstairs at the player in order to teach them that they can, now.
I do like clean cut rules, but in an fps such as quake it's always been pretty vague as to what was the intention, and what was just development hell.
Longer attack range is out then :)
Hm. I need to take more advantage of the vertical spaces I've got in my level.
Ogres
#23826 posted by Rick on 2013/12/31 21:53:28
The standard ogres are not too bad up close, but their ranged attack pretty much sucks. Anything that makes them better is an improvement. I've been using the inside3D code and it's not bad at all. They do seem to have a bit too much range, but at least they're dangerous, as opposed to useless.
Rick
#23827 posted by spy on 2013/12/31 22:10:42
the regular ogres are pretty dangerous too, if you place 'em correctly
Happy New Year
#23828 posted by spy on 2013/12/31 22:11:10
That's The Problem
#23829 posted by Rick on 2013/12/31 22:51:37
Unless you can place them just about perfect they're useless. Put one below the player and it will kill itself shooting grenades a whole 5 feet above it's head. Put one above the player and unless the distance is exactly right, the grenades go flying harmlessly over the player. About the only use for the standard ogres is as a source of rocket ammo.
What Happened To The Quake Wiki?
#23830 posted by Breezeep_ on 2013/12/31 23:33:26
#23831 posted by stevenaaus on 2013/12/31 23:34:29
Up high, as support for ground enemy, they make combat much more interesting as they are totally out of line of sight... thinking of the two sniping ogres somewhere in sksp2.
#23832 posted by stevenaaus on 2013/12/31 23:39:07
Confirm wiki text is broken fo me
Happy New Year Everybody!
#23833 posted by SleepwalkR on 2014/01/01 00:22:14
Happy New Year Everybody!!
#23834 posted by mfx on 2014/01/01 01:39:25
Happy New Year To You All
#23835 posted by roblot on 2014/01/01 03:12:48
And to the soap opera called quake
Happy New Year
#23836 posted by Spirit on 2014/01/01 10:28:49
I have no idea what is wrong with the wiki and since when. It was getting more spam than usual recently but I am not sure that's related. The contents are all there (eg if you edit a page), they are just not rendered to the html display. My motivation for spending hours on this failure is non-existent. If someone has better search engine skills, please share what you find. It is mediawiki with a sqlite database.
#23837 posted by Spirit on 2014/01/01 10:29:57
The timestamps of php files indicate no hacking, but I will properly compare them against my backups later.
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