Its Your Fault
#226 posted by mfx on 2014/10/07 01:12:47
you started this..
Ok I Finished It Now.
#227 posted by czg on 2014/10/07 02:24:37
mfx I hereby declare you god-king of everything and supreme ruler of my body and soul.
Can't even remember the last time a map has impressed me this much, besides the mfx map in jam2. I think SPoGsp1 did it? Or zer1m7? Or ikspq5?
Extremely Good Shit. Continue.
#228 posted by negke on 2014/10/07 07:59:34
If even czg praises it, it must be exeptional... or, something dark and kinky is afoot!
Idunnoeither
#229 posted by mfx on 2014/10/07 08:32:22
It Truly Is Exeptional.
#230 posted by czg on 2014/10/07 10:20:14
But make no mistake, there will be sloppy kisses if I ever see you around here.
#231 posted by Spirit on 2014/10/07 10:25:32
m -> c
f -> g
x -> z
shb! wow!
As For The Other Two Maps.
#232 posted by czg on 2014/10/07 10:27:38
Extremely impressive from a sheer tech/size/effort perspective.
They did not tick all my boxes as much as mfx' did, it was too easy to get lost, and at times they were rather overwhelming with the amount of choice given to me. (An absurd thing to say, I agree.)
The telefragged gimmick was hilarious, especially considering this dismembered torso can creep across the floor at 40km/h.
Overall a great release, worth playing.
Oh I Almost Forgot
#233 posted by czg on 2014/10/07 10:32:18
In ijed's map, in the big room you enter after crossing the trainyard for the first time as a giblet with the moving bridge in the middle, when I returned there close to the end of the map, there was a trigger that would 100% crash the game with a stack overflow in the progs. A long chain of multi_use and multi_touch. I didn't get a dump of the console or a save, sorry. :-(
Czg
#234 posted by mfx on 2014/10/07 10:50:33
You mean this?
http://www.quaketastic.com/files/screen_shots/telefragcrash.jpg
That happens on easy only, as far as i know, hehehe.
Anyway, glad you liked it.
Next maps won�t be so cheap, i promise:)
Yes That's The One.
#235 posted by czg on 2014/10/07 12:33:26
Yeah I play on easy what of it �_�
See.
#236 posted by Shambler on 2014/10/07 12:47:50
Told you it was worth installing quackspasm for.
Enjoy ur sloppy kisses mfx.
There's An Easy Skill?
#237 posted by ijed on 2014/10/07 13:39:58
#238 posted by JneeraZ on 2014/10/07 14:48:15
I play most games on Easy. I want to see the content.
Especially with Quake. I've killed these monsters 10,000 times with the same set of weapons. I get it. :)
Hm
#239 posted by ijed on 2014/10/07 14:55:54
Got to disagree. I play games for the interaction.
In a game that I know so well, like Quake, I have to put in new features to keep it interesting.
Even when there are no new features I'm always experimenting with the perfect placement and mix of enemy types to break the player from their comfort zone and make engaging play.
Not that I hate 'content' - I just see it as secondary to the reason I'm playing something in the first place.
#240 posted by JneeraZ on 2014/10/07 15:52:27
I'm primarily an environment/prop artist. The content is everything to me. :)
#241 posted by JneeraZ on 2014/10/07 15:52:58
That said, Quake combat CAN still be compelling but it takes a talented level designer to pull it off...
Levels Are Rarely Fully Tested On Easy
#242 posted by ijed on 2014/10/07 16:17:58
Uh
#243 posted by ijed on 2014/10/07 16:18:25
Maybe there should be 'my' at the start of that...
#244 posted by JneeraZ on 2014/10/07 16:21:41
I don't really include Quake in my statements about Easy mode. It's just as easy to bind a key to "god" to get by sticky areas. :P
I'd Count It
#245 posted by ijed on 2014/10/07 16:34:11
As a failure of the game play design if you feel you have to do that though.
Its why demos are so useful when in beta - its tricky to 100% predict the mood of the player at any given time.
The derpier the demo (Daz reference!) the better as well. Most errors in game play design occur because a specific case wasn't considered, and a demo is great for showing you where those occur.
I find feedback on the other hand less useful, since it means theyve had time to think it over and colour it with their own impressions. It's not necessarily bad, but can distract the LD from their own vision.
I Fully Agree With WarrenM...
#246 posted by Barnak on 2014/10/07 16:37:51
In Quake1, I much prefer the "content" (architecture, doors and mechanisms interactivity) over the monsters which are just a "condiment" in the game (at least to me).
As Warren, I already killed the monsters in all ways possible before, with hundreds of maps, and it's boring after a while, especially for an old 50 years fart like me.
The map itelf is the real star, in Quake. I love to visit and discover the map and see the beauty of its corridors, doors, floor and ceiling, mechanisms, etc. With the immersion typical of Quake, I feel like an archeologist exploring some old ruins. The "immersion" is why I love Quake1 so much, certainly NOT its stereotypical monsters, and not even the FPS gameplay.
Quake1 give me the feel that I'm really traveling in some "out of this world" place, and this is why I love Quake1 so much. I'm a "traveler", not a psychopath killing monsters just for the fun of killing. I kill them just because they're in my way.
I much prefer to kill the monsters using the mechanisms in the maps (traps, doors, bridge, etc...). That's where the fun is.
But what do I know, since I'm just a shit fly player, and you mappers are Gods !?
Same.
#247 posted by czg on 2014/10/07 16:46:56
I'll Never Get Tired Of Killing Ogres
Part Of The Content
#249 posted by ijed on 2014/10/07 17:10:19
Is where the monsters are placed in the map. Otherwise I'd just make boxes with enemies in them.
So the ogre up on the ledge for Sleep to kill could be covered by a second ogre on another ledge, whose grenade lands in just the right place to mess the player up if they try and snipe the first ogre.
If the player kills the second Ogre, then its death wakes up the third Ogre, who is waiting round the corner at the top of the stairs. He has LOS on a pack of dogs, who also join the fun as he toddles out onto the ledge to throw more grenades at the player.
TBH.
#250 posted by Shambler on 2014/10/07 22:09:04
Same old monsters doesn't necessarily apply to these maps where you've got Hunters supported by nail enforcers or a chain reaction of spawn boxes or a triple consecutive Quad run.
Then again I quite like being a psychopath killing monsters just for the fun of travelling in some "out of this world" place...
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