<facepalm
#251 posted by mfx on 2016/01/10 20:38:51
As said before, noone did anything alone, we did it all together.
#252 posted by JneeraZ on 2016/01/10 20:39:27
And the models.
Right?
#253 posted by mfx on 2016/01/10 20:44:28
No Fools, It's Me That Did It All
#254 posted by Barnak on 2016/01/10 21:06:10
I just had to use some quantum brain control at a distance. Of course, you're not aware of this.
Ridiculous Secrets
#255 posted by Qmaster on 2016/01/10 22:54:37
So, I saved my game on Swampy after 3hrs of running all over it and went to go and finish the rest of the pack before finding the last secret...24/25. ! Ahhhh! Where ist it?? PS, the purple key room on swampy was totally dope. This pack is awesome. Also, I see now way of getting to the Quad damage secret in lavatomb wihout rocket jumping, is this intended?
Qmaster
#256 posted by Ionous at work on 2016/01/10 23:19:48
I designed it with the slope jump in mind.
#257 posted by mwh on 2016/01/11 01:56:32
Well, I've found all the secrets in swampy now (with a little cheating) :-) Not sure which one you're missing though <wink>. And I'm missing 12 kills somehow.
Milli-watt-hour
#258 posted by Barnak on 2016/01/11 02:18:02
don't forget that Sock doesn't identify all the secrets in the hud. Many more are still there. Especially that hidden "super secret".
Swampy
#259 posted by adib on 2016/01/11 02:40:20
Just played it for an hour now. I stopped after the gold key and before the silver key doors. I'm still astonished. What can I say? Quake could be just this level, at least Quake shareware. You guys are insane. I wonder the amount of time mfx took rubbing this level. And I can only hope people don't get too intimidated (Baal knows I got) before next map jam.
BTW
#260 posted by ijed on 2016/01/11 04:09:03
I have the demos with lots of commentary, but I won't upload because its too negative. I tried to blast through rather than play the levels properly.
I'll come back and play the pack properly soon (ie. to enjoy it).
And I get what you say about one job at a time - once you put the captain hat on, there's little time to map.
Last thing, reading that Doom forum thread, I love how the readme is seen as secret insider knowledge, rather than, say, RTFM XD
#261 posted by Lunaran on 2016/01/11 23:10:20
I just had to use some quantum brain control at a distance.
then why didn't you make the test maps proper maps
#262 posted by adib on 2016/01/11 23:49:34
But he did.
Swampy
#263 posted by [Kona] on 2016/01/12 00:17:04
So I'm at the room with two wooden platforms with buttons at the back. Once pressed one of those tentacle dudes spawns (forget what they're called, gaunts?), then a few hammer spinning ogres, then 2 baby skulls. Where do I go next? The same room has a closed door with the exit behind it, but I'm not sure if I'm ready for that because there's still 40 monsters to kill. I only found 2/25 secrets though.
[kona]
#264 posted by mwh on 2016/01/12 01:45:33
skill 0? that's a bug. if not, well, probably another bug :-)
Haha
#265 posted by mfx on 2016/01/12 01:50:21
i didn't laugh actually.
Kona, if you play on skill 0, there is a bug occuring right now sometimes to not let you exit the map.
A counter is set up wrong.
All other skills should be fine.
#266 posted by [Kona] on 2016/01/12 04:17:08
Oh fuck it is skill 0, perhaps I bumped the skill 0 thingy by mistake in the start map because I always play skill 1. Hmmm you know I did wonder why it was quite a bit easier than the other levels, that must be why haha.
#267 posted by [Kona] on 2016/01/12 04:34:34
ad_swampy was my favourite, even though I ended up playing it on easy. I think there is such a thing as "too" interconnected, one can end up getting a bit lost quite easily. But otherwise just a fantastic level, one of Quake's best ever.
The start map was probably the best design of the bunch - I'd love to see something like this as a full level.
A few of the test maps were awesome as well. Not so much the arena's, but the more progressive levels. There was a floating industrialish one that was quite cramped which I really liked. It might have been cool to see some of these merged into a single huge level, but then you might end up with too many competing themes so they're cool just small levels as well.
Overall all the levels were great. I'd need to see screenshots again to remember which filename was which, but they were all epic. I'm not sure who made what because the readme doesn't have nicknames, only real names. mfx is an easy one though haha.
This mod and these levels really do set a new standard for quake. I hope more people use it.
Final Level
#268 posted by Barnak on 2016/01/12 05:34:24
Oh boy, I finally found the secret on the final (georgeous) level. This was epic ! Felt so much like in "Evil Dead" (the movie).
Cheers !
#269 posted by Killes on 2016/01/12 12:02:31
Late to the party here, must be something stupid I omitted but I get the error "Mod_LoadModel:progs/s_plasma.spr not found" when I start new game or try to load any map through console.
Using recommended Quakespasm version and launching with the -game argument.
Any idea ?
@Killes
#270 posted by Spike on 2016/01/12 19:02:05
just using that patch link won't be enough to play the game. Get the original (much larger) download, then overwrite those files with the patch thing.
#271 posted by Killes on 2016/01/13 06:39:20
Right, something stupid indeed, cheers :)
A Masterpiece
#272 posted by Orl on 2016/01/15 00:52:27
From its initial release to right now, I'm still playing this pack. There was so much I missed my first time around, and am now going back and trying to find everything. A mod of this size just insists replay-ability, not to mention the maps which in my opinion, have more atmosphere and heart put into them then anything I have seen in a long time, even in recent titles.
The only other release that could possibly rival this is Rubicon Rumble pack. I even said at the time of its release that nothing could top it, but this may have accomplished just that. The amount of content in this mod is just staggering, this isn't a mod its an expansion, a game all on its own. If there is someone new to Quake and they just finished the original campaign and are craving more, this will be the first mod I direct them to.
I have only one gripe, and sadly its a big one. I did not enjoy the changes to the shotguns, making their shots projectiles. It completely threw me off my game, and in the end I wound up missing my targets more often than hitting them. That's the only thing I would change, to give them back their standard behavior.
This one's a real Hall-of-Famer. Congratulations to all who are involved, you should be very proud of what you have accomplished.
#273 posted by anonymous user on 2016/01/15 01:10:07
Impulse 130 toggles between the old and new gun mode.
Orl
You can change the shotguns back... I forget the command though
#275 posted by [Kona] on 2016/01/15 01:36:38
Actually I was going to post the two things i liked best about the mod (other than new levels) is:
1. the new sg/triple sg. Partly due to the increased damage - it feels like I finally levelled up after 20 years of playing, and can now blow old id monsters away. But I got used to the projectile sg and quite liked how I had to aim slightly ahead of fast moving monters. It adds a small increase in skill required.
2. breakables
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