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WarpSpasm Etc. 
"It's as if some mappers are trying to copy Warp Spasm without actually taking note of what made Warp Spasm a manageable grind - good pacing, good balance, and a great atmosphere. "

"At the time there was a lot of discussion about how grueling the experience was for some. I can understand the sentiment, but unfortunately I'm mapping for me. "

I've been replaying WarpSpasm recently. Once again it is a horrifying but fascinating experience. In particular I am fascinated to remember that I originally managed to get 1/3 to 1/2 through most of the maps without dying. God knows I managed that.

I'm hesitant to say there is a "good" balance or "good" pacing. Nothing feels "good" about it....but it is not "bad", it is EVIL, relentlessly evil. The balance is evil, it is JUST enough to make it playable, the pacing is evil, it is relentlessly and consistently paced to be utterly gruelling for the player.

The gameplay isn't "fair"....but it is immaculately unfair with such deliberation and panache. The combats, the ambushes, the monster choice, the supplies - all laid out to make gameplay that is only just survivable with a feel that nothing whatsoever is stacked in the player's favour.

In short it is an act of cruelty towards Quake players, but done so effectively I still like it even though I don't enjoy it. 
So What You're Saying 
is WarpSpam is the Dark Souls of Quake? 
Kinn. 
From what I have heard, yes I guess? 
Hah 
So I probably should play that then... 
Shambler 
What difficulty / mode are you playing on?

There are hidden Quoth + and Quoth - modes in the start map which make it more and less difficult, respectively. 
Also 
I remember you solving the, for want of a better phrase slaughter puzzle in the secret map as well.

That usually took me 10+ tries to get through on each session. 
 
What does "probe" mean here?

Oh right, I'm referring mainly to those photographs of reflective or matte spheres (or a diffusely convolved cubemap etc...). Captured light from a real scene to lit a cg scene. Actually, I'm not sure 'probe' is correct terminology now I think of it. Afaik in film they're referred to it as that. 
Shambler Revealed 
Pro Motion 
Any pixel pushers here use Cosmigo's "Pro Motion" for pixel art?

It seems to be what everyone recommends, and it appears to rock, but I can't find fuck all in terms of a community/forum for the program. I just need to ask some questions that aren't covered in the docs, that's all :( 
Ijed. 
Skill 2, same as before.

Incidentally I did try WarpC on Skill 0 last night and it is very easy. I'd always assumed that Warp Skill 0 would be harder than Id Skill 2 but it's not that hard.

Hmmmm, Quoth+ mode? Dear god. 
Skillz 
I implement skill settings using my own ability level and innate knowledge of where all the monsters were positioned and how to get every secret as a base marker for skill 2/3.

On skill 2/3 you should be able to struggle through with enough ammo if you're frugal and not dying as long as you don't fuck up or do something stupid, and assuming you have a reasonable level of l33tness. Because of the size I tend to map at a lot of patience and a modiucim of masochism are probably a bonus as well.

As I place enemies I flag about half of them as not easy/normal and about quarter as not normal. And I never test normal or easy myself, trusting that the resources and reduction of enemies will have everything just work out.

People and playtesters who prefer normal and easy skills haven't complained as much as those who habitually play on hard, or maybe they're just less vocal. Although back then I remember a few did praise normal skill for being nicely balanced.

Quoth+ mode is untested as well... I only put those two options in after AguirRe added Quoth- since he found the Quoth enemies too tough. Essentially monsters of the same tier will be replaced with either their id1 or Quoth variants.

I can't be sure, but I think Gugs are rated the same tier as Shamblers. I seem to remember testing it in warpa and facing a horde of Gugs. 
.... 
"I can't be sure, but I think Gugs are rated the same tier as Shamblers. I seem to remember testing it in warpa and facing a horde of Gugs."

Genuine LOL.

A brief look seemed to indicate that Spawn were replaced by Vorelings in Quoth+, while Grenade Enforcers were replaced by Grunts in Quoth-. Something very screwy going on there.

I am guessing the leap from Id 2 to Warp 2 is a vast amount larger than the leap from Id 0 to Warp 0, which is fairly sensible as it makes the maps potentially very difficult but still gives the choice to easy players. 
Yeah 
It's not so much more/less difficult as more/less Quoth enemies, with - mode being suited to extra easy play.

Since it wasn't properly tested in + mode there may well be walkmonsters in wall and all the other issues auto-replacing can provoke. 
The Soap Is A <s>Lie</s> Trap 
Aw 
The Soap Is A Lie Trap 
Ello Gays! 
 
I Love It 
When the drains in my utility room backfire and sewage ends up all over the floor :( 
Lol! 
 
23864 
My thoughts exactly. 
Question 
anyone want to help me out with some texture editing? 
Sure 
 
Impressive! 
Tronyn 
Depends... 
OTP 
how do I contact you? (don't see an email on your func profile, though I still haven't registered after all these years, inertia I guess). Whether I axe you for any texture work / palette swapping or not, I'm interested in your opinion as a tester - it is possible that I have totally different gameplay goals/intuitions than you would ever agree with, but even if that's the case your feedback would probably help me round off the sharper edges.

Spiney: on what? 
Trinca 
that reminds me of Gerald Scarfe.
That one creature in the middle lookin up.
The Wall, Pink Floyd?
I�m sure i�ve seen that before, waiting for the worms to come. 
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