#4 posted by yhe1 on 2012/12/10 00:02:37
Is there a way to use gl mode?
Start Map
#5 posted by mechtech on 2012/12/10 00:20:51
Just restarted, Sock the trick with the first set of doors is great.
HOLY SHIT!
#6 posted by than on 2012/12/10 00:21:31
Didn't expect this to hit so soon!
Will play tonight!
No OpenGL !?
#7 posted by Barnak on 2012/12/10 02:29:22
WTF !?
Attempt To Push Features Into Next FitzQuake
#8 posted by Baker on 2012/12/10 06:22:49
Note that in Fitz Mark V you can record a demo any time you damn well please.
That is all.
This Looks Really Cool
#9 posted by nitin on 2012/12/10 09:55:58
#10 posted by skacky on 2012/12/10 11:17:38
I didn't expect this! Congrats on the demo release man, I'm going to have a lot of fun with this.
By the way, you made a mistake in the installation part of the readme. You have to add -game shadows, not -game shadow in the command line. It took me 10 good minutes to figure that out.
Downloaded
#11 posted by Drew on 2012/12/10 12:15:29
will play/record very soon
#12 posted by sock on 2012/12/10 14:39:59
@yhe1, Barnak, There is no chance of GL modes, there are far too many entities in these maps. Every map has a bot style node network setup, loads of map models, particles everywhere and extremely high vis counts for old engines, this is a modern quake engine love affair only!
@skacky, yeah good catch, I will try to fix the readme file online and post some notes about it.
#13 posted by skacky on 2012/12/10 15:09:48
I just finished the demo with most of the secrets found, and I have to say this is something. I spent three hours on it and didn't see the time fly. Really awesome cloak & dagger gameplay with great levels and cool situations that make you think. Some parts are really tricky. Stealth games are my favorite genre and it's easy to make a lot of gameplay or level design mistakes, however it works wonders here and the demo is very solid. The only thing I would've liked is footsteps, but the gameplay is still very good as it is.
Amazing architecture and style, it's among the best I've seen in Quake. The castles feel very run-down and at the same time really impressive and somehow alive, with some mysterious aura surrounding them. It's pretty uncanny, even for Quake. I loved the new animations for the monsters. The flavor text was really cool too, with some nice little hints and a cool backstory. I couldn't resist knocking on every door in the second map. :P
I can't wait to see more. I'm going to record demos this evening, but be warned; I take my time in stealth games, so they could be pretty long.
Woo!
#14 posted by Aquashark on 2012/12/10 15:44:21
can't wait to get home to try this
The Edge of Forever is one of the best things i ever played
Stealth++
#15 posted by sock on 2012/12/10 16:39:14
@skacky, remember to check your stealth stats (impulse 225) when you have finished or during a map. Also if you are looking for a better stealth experience then you can try to complete every map without a single kill. There are several routes for this type of stealth (avoidance) but it will take a while to discover them. Also skill levels still apply during stealth mode if you really enjoy a challenge. :)
#16 posted by Spirit on 2012/12/10 17:06:57
They Mean
A certain cvar that may or may not control texture filtering (not saying, do your goddamn research instead of shitting upon the thread).
Awesome maps Sock, I tried s1m1 in vanilla mode and I was blown away by how much detail is packed into the old thing. Found 11/13 secrets, all of them were great and satisfying. Forgot to record a demo... but I didn't do anything that would be surprising to see in a playthrough of E1M1, I guess. I'll record one for s1m2 I promise!
The start map was also great (love the new AI, and all the particles), only 1 lonely secret :(
Every single piece of content, be it a texture, a model, or a sound, oozes precision and competence.
Sorry to omit the stealth part completely... maybe it will grow on me sometime later.
#18 posted by skacky on 2012/12/10 17:32:58
Thanks sock. I wonder if it's possible to properly ghost In The Shadows, meaning no harm done and without alerting anyone. It would be quite a challenge, but it would be awesome if it was possible. So far I'm just having fun backstabbing monsters and searching secrets.
Argh
#19 posted by ijed on 2012/12/10 18:05:26
I got lost.
Here are some terrible demos:
https://www.dropbox.com/s/z73cpzf9601ekf2/ijed_its_demos.zip
I crashed fitzV on the second attempt, apparently recording a demo over a demo.
I'm not a stealth player at all, but my problem was simpler - basically, I couldn't figure out how to open the vault. Even the thing of not waking the fiend and drowning it near the start confused me - what activated the pit's buttons?
Possibly a useful playtest, since I couldn't figure out anything :<
Frustration
#20 posted by sock on 2012/12/10 19:17:20
@ijed, I can certainly understand your annoyance at not being able to open the vault. Once you got frustrated you did the same thing over and over except really fast and with less looking around. Thank god Mark V has fast forward on demo's, otherwise I would have stopped.
The vault was never designed to be an obvious route because the bonus maps s1m1 and s1m2 were suppose to be a secret. I wanted to release a demo but the proper maps to continue ('Aramis Keep' and 'The Forge') were not complete. So I decided to switch everything around so that the bonus maps were the primary focus, but I did not really address the hidden button issue of the vault. (certainly a mistake on my part)
The button to open the vault is large and well lit, but it is up on a wall and the player has to look up. Personally when I am in your situation I just stop playing because being frustrated like that will sour your whole experience of the MOD.
PS. Don't try the stealth mode of the MOD, you will end up throwing you computer out of the window! ;)
S1M2 vanilla demo
Brilliant and sweet like S1M1.
Heheh
#22 posted by ijed on 2012/12/10 20:01:19
I think that's a Valve qoute 'the hardest thing to do in level design is make the player look up'.
I actually found more secrets than regular playthrough buttons.
In my defence I was playing on my lunch hour, so didn't have the right frame of mind for a stealth game... will give it another try later on with more calm.
#23 posted by sock on 2012/12/10 21:18:03
@onetruepurple, awesome demo, you found loads of secrets and no monsters did anything weird! Also you have to remember not everything you see and play with in the map is designed for vanilla. Some of the closets and traps are designed for stealth gameplay only.
@ijed, I know most of the tricks for getting players to look at things, but the vault button was designed to be a secret, hence the difficulty. I would recommend playing this at home, lights off and head phones on! There are plenty of ambient sound effects to keep things busy in the background.
Stealth Avoidance - Gameplay Video
#24 posted by sock on 2012/12/10 22:27:09
** spoiler alert**
If you intend to play the stealth mode of this MOD and want to discover routes for yourself, then avoid watching this video link.
Here is an example of the Avoidance Stealth gameplay on the map 'Stealth Gate'. I don't show everything, but trust me it possible to complete this map without a single kill.
Stealth Avoidance (Youtube Video)
WOW
#25 posted by anonymous user on 2012/12/10 23:42:29
This is awesome looking stuff! huge shumbs up!
Yeah
#26 posted by ijed on 2012/12/11 00:06:15
'Play it properly' was good advice. Just finished e1m1 (sorry, no demo) and was totally immersed in the evil sneaky place you've created. And I looked up a lot. Following all the vertical light beams, details and particle effects you'd carefully placed...
I played the stealth mode and liked it a lot.
I have a few gameplay suggestions - just some thoughts that occurred while playing most likely they're not relevant.
When losing the amulet's effect it'd be cool to have a smash or break sound, the fog colour was a bit subtle until I realised and started watching for it.
I didn't realise poison bolts could cause infighting until checking the impulse command for stealth rating. Once I had I wasted all my bolts on getting the regular guys to chop each other up and had none left for the enemy at the end. Maybe copy the poison bolt to a new colour and name, and make that the 'infighting' bolt? That way you can have a separate learning play instance for causing infighting. Probably won't fit in with your overall plan though.
The amulet destroying all the ammo was ok I guess... but here comes the least feasible idea. It might be nice to replace the ammo with treasure in stealth mode. Kind of like in Necros' last map or Drake. Just to give the player something to hunt for and collect. Some enemies could drop the stuff as well.
Anyway, a lot of fun, thanks.
Will record a demo of the next map.
All That
#27 posted by ijed on 2012/12/11 00:19:47
Is just my own random musings - the game caught my imagination :)
Recording Demo
#28 posted by sock on 2012/12/11 00:36:03
To be honest I am only after the first play through demos because they will show exactly how the player views the level for the first time, which is by far the most valuable feedback. Otherwise it will just be a demo of someone knowing where they are going and knowing what to expect.
@ijed, Someone else suggested splitting the poison bottles into more gameplay functions but then it just gets more complex with multiple potions doing different things for different bolts. I tried to help with the poison bottles by putting them close to where you might need them (large health mobs). Sadly that did not work out too well and I have just the right saying for that ...
'you can lead a horse to water but you can't make it drink!'
When the amulet is disabled the fog changes colour and the quad wearing off sound file is played endlessly. Did you not hear it? Did you have the quake cd music going?
If armour and items are replaced with different items (gold coins for example) to collect what is the player suppose to do with them at the end of the map?
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