#26 posted by
Pinchy on 2019/03/31 05:01:54
Looks like I managed to send this one off without updating it's worldspawn message to Rust Well
Playing Through These In About Fifteen Minutes
#27 posted by
ionous on 2019/04/07 12:16:04
Thanks For The Playthrough!
#28 posted by
Esrael on 2019/04/07 18:39:29
Watched your playthrough of my map (Ochthongonal Octahedron) and enjoyed it; thanks! Now that you've played through the map, you can see, whose name is concealed in the first part of the map's title. ;D
I was pretty nervous to watch it, because I'm always worried the difficulty will end up just completely frustrating players. Not sure how much fun you had with the map, but glad you appreciated it conceptually and creatively.
It's cool to see how differently people have played the map so far. You were actually the first to play the map as originally conceptualized: by rocket jumping. The four button mechanic was only added in to allow for an alternate more vanilla Quake SP experience.
Glad you picked up the text which warned about losing goodies if you pressed all four buttons. I've noticed in this and previous mapping experiences that people rarely notice messages in the heat of the action, and you were the first to make the decision of rocket jumping after reading the warning.
But even if you also picked up the message of the teleport arrows, I was surprised you didn't choose to utilize the teleports. JCR was carouseling around the place like nobody's bee's wax.
As a last comment you ALMOST found the secret! When I noticed you taking the elevator up I was going inside like "really, is he doing it? Did he figure it out!" :D But alas, you need to hone your rocket jumping skills, grasshopper, because you were probably just inches away from reaching the secret! D: What tipped you off about its location? The fact that there were buttons that would allow players to backtrack? The light emanating from the ceiling?
Anyways, thanks for playing, again! :)
Esrael
#29 posted by
ionous on 2019/04/08 10:43:51
Ha, no wonder I gave up on the pronunciation. Nice clue.
I really enjoyed the notion behind the map. It was a grind gameplay-wise with Chthon, but the rest worked pretty well, and was nicely conceived.
The pulsing light on the ceiling seemed off, and the fact that the player had the option of jumping on top of the cube made it seem like there was something. But mostly the pulsing light, and how its origin point seemed visible, unlike the other ones in the map.
Oh and my RL skills are awful, much like most of my other movement-related skills in Quake.
A fine job by you. Well done.