#7 posted by dwere on 2014/04/22 22:11:02
Shadows are not aligned with the sun. It's unplayable!
Mfx
OTP
#9 posted by mfx not logged in on 2014/04/22 22:47:38
Yes, i�m kinda frustrated, waiting for feedback for some other project (you know what i�m talking bout;).
For how long now, a month?
So, don�t post shit maps here, send some demos, so i(we) can finish that other project.
But this isn�t only addressed to you, hint hint hint...
Anyway, i never thought this map would be recieved so well, i�m glad you all liked it at least a bit.
@Shamebeler: Ammo is fine, you just suck at quake:)
@DaZ: I love that video, thanks a lot.
@Scumbler: Look at Dazzers, stop whining about ammo.
Haven't Checked It Out With An Engine
#10 posted by dooomer on 2014/04/23 02:12:13
yet, but from the screenshot I can see quite a lot of similarity in setting with the addon (third episode as it is titled) for Nehahra.
I Think I Played It Wrong
#11 posted by Orl on 2014/04/23 05:06:19
Looks Alright
#12 posted by Orbs on 2014/04/23 11:53:19
but besides that kinda meh to me(both for running and normal play)i hate slow lifts and the architecture around/below it is awefull to navigate through. I dislike closed skys,if something is high up there you should be able to jump up and down there. a secret with quad ra and rl is it a bit to much imo
and i was kinda dissapointed to not find a secret when i solved the jumping puzzle in the start area and got on top , i was convinced i was on the right track:) then just noclipped to find that grenade launcher
But having said all that negative i do like void maps a lot so that keeps it a a meh atleast :)
@Scumbler: Look At Dazzers, Stop Whining About Ammo.
#13 posted by Shambler on 2014/04/23 15:08:39
Sorry, is that the same Dazzers who says "You really need to find both the secrets to get through on Hard", "it's really hard on hard", "it took me a few attempts to find the second secret and I only found it after seeing it on an intermission camera", and has clearly played the map a few times before??
Or a different Dazzers??
Conclusive proof that it's well-balanced for a first time play through with optional secrets, eh!
P.S. Replayed For The Second Time.
#14 posted by Shambler on 2014/04/23 15:17:46
Finished with 90 shells, 133 nails, 13 rockets and 65 cells. Easiest map ever on second playthrough.
Hmm...
#15 posted by mfx logged out on 2014/04/23 15:38:21
Shambler, theres a skill3 demo from Ijed on Quaketastic(1st run).
Watch and whine again.
Hard is hard, i don�t understand people, who think that only because they�ve played Q1SP for years, assume they must be able to beat MY hard skill setup.
But i don�t want to offend you, in the end i can only say, i had reasons to not post this here, and they were confirmed in an exemplary manner .
#16 posted by Spirit on 2014/04/23 16:01:52
Hard was perfectly fine. Shambler likes Thiaf.
Or..
#17 posted by mfx on 2014/04/23 16:07:32
is the gameplay choice of forcing infights and/or collateral damage between monsters not being accepted as a strategy for winning?
If so, i�m guilty, yes!
Getting
#18 posted by ijed on 2014/04/23 16:27:04
Scrag swarms to mow each other down is fun.
MFX...
#19 posted by Shambler on 2014/04/23 16:38:09
...and other gigantic bellends.
(joking, I like your maps at lot etc etc)
You know full well I don't have a problem with hard gameplay. I've been fair to all your maps and others - including when other people were crying onto their keyboards about backspawning. Hard is usually a perfectly fine challenge. This was a bit of an exception and I'm not going to pretend otherwise, just because ijed "i think quakespasm was fun" got through it nor because spirit "i'm a raving homo" says otherwise.
And personally I think it was worth releasing for the style and atmosphere alone.
LOL!
#20 posted by mfx on 2014/04/23 17:02:23
That�s why i like this board. Much.
Letting it rest, won�t we?
And in the end we can always blame OTP for posting this map here, hehe..
Well.
#21 posted by Shambler on 2014/04/23 17:09:26
That is something we can all agree on, that it is OTP's fault and he should be beaten with a horse cock.
Also that you need to release MOAR MAPS.
I Would
#22 posted by mfx on 2014/04/23 17:44:05
but i miss some feedback on the current project.
Again, that�s a hint to all the invited testers, and my last.
I�m tired of unanswered mails, and i know you read this sooner or later..
Ok Mang
I'll play it tonight, for great justice!
You Want Releases
#24 posted by mfx on 2014/04/23 18:31:47
you pay in the currency called .dem!
GREAT TRUTH
#25 posted by ijed on 2014/04/23 19:28:48
Release costs.... 50 .dem?
We'll have to set a price point.
#26 posted by negke on 2014/04/23 20:58:00
Worst map by the worst mapper.
Hosted by the worst hoster.
Posted by the worst poster.
Played by the worst players.
Go smash a smartphone.
A poem.
NOT A HAIKU?
#27 posted by mfx on 2014/04/23 21:05:25
Herr NegKe
#28 posted by mfx on 2014/04/23 21:26:58
Thou shall not use Quoth for this map..
Anyway, you�re like a surgeon, no misalignment can be hidden from your eyes!
Thank you for demos.
Love Those Stairs.
#29 posted by sgtcrispy on 2014/04/24 07:51:36
Damn near gave to vertigo. Love it.
OMG your joking a GL. Couldnt make use of the second secr though. Anyway - nice quick fix. Amazing rickety stairs.
#31 posted by negke on 2014/04/25 13:54:31
Heh, I thought I had read something about Quoth in the readme... While playing I wondered why there wasn't a trigger_void.
As an "intermission" map, it's adequate. As an individual release, it falls a bit short, but still a welcome little snack. Could have used more polish of course, especially texture aligning and clipping.
I like the style; the combination of texture and architectural themes. In particular the random woodwork on the tower. It has a very nice handmade aspect to it - in a double sense: they appear built by actual people (unlike other Quake environments that simply exist for reasons of arcane) as well as delicate brushwork that feels more personal than large walls or bulky structures. I get a similar feeling from many of Tronyn's maps.
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