New map and new patch... I am excite :D
 ACK
#313 posted by Skiffy on 2016/01/24 18:02:44
Dang need to finish up the shamblers texture quick so it can go with the patch... :)
 Sock
#314 posted by Qmaster on 2016/01/27 01:59:18
New map looks awesome! And ya, I know what you mean...my qc brain half doesn't turn on and off very quick.
 Necrokeep Silver Key
#315 posted by parubaru on 2016/01/28 12:59:53
I like how there is a reward for nice jumping!
#316 posted by - on 2016/01/28 17:49:38
.
 Started Playing It Yesterday
#317 posted by mankrip on 2016/01/29 12:58:17
Since this is a big pack, I had to reserve some extra time to play it. Loving what I've seen so far.
On the Cruical level, the texture inside the first air ducts gets too distorted if playing with gl_texturemode GL_NEAREST_MIPMAP_LINEAR, so I had to enable filtering. Quakespasm also seems to follow WinQuake's liquid turbulence too well, using low-res sine values for the turbulence, so the filtering also took care of that. however, the filtering doesn't look good on alphamasked textures. Anyway, that's just me nitpicking.
I would like to know about the thought process behind the change to the shotguns. This leaves the thunderbolt as the only hitscan weapon (other than the axe, heh), at least in the classic weapon roster. I'll be playing it in projectile mode since this is what this mod was designed for, but I'd like to know exactly what kind of experience this change was intended to provide. As a whole, I'm trying to see which game design lessons I can learn from this mod.
I think the idea was to remove hitscan almost entirely to increase the skill ceiling but remove cheapness from things like grunts (a pack of grunts with hitscan can decimate the player)
Giving Gaunts projectiles (and 40% of the original HP) instead of hitscan was great in particular.
#320 posted by JneeraZ on 2016/01/29 13:54:34
I love the projectile shotguns. They feel much more visceral and connected to the world.
 For Me
#321 posted by ijed on 2016/01/29 14:45:39
Projectile will always beat hitscan. The time it takes to reach its target (even if its very fast) just feels better in every sense.
Hitscan always feels like a cop out, although it works for the LG because that's how you'd expect that weapon to work.
After all my whinging about 'realism' this is going to sound hypocritical, but it does feel more part of quake's world as JneeraZ says. More logical.
In gameplay terms it's cool as well - it didn't mess up my timings much, although I had to adjust for it slightly.
It's also more satisfying than hitscan.
To summerise:
Projetile:
Boom
Swish
Splat
Hitscan:
Boomsplat
Projectile > Hitscan
 Agreed!
#322 posted by Skiffy on 2016/01/29 15:54:30
The projectile change has been a lovely change.
 Mankrip
#323 posted by mfx on 2016/01/29 17:05:19
could you please show me a screenshot of that texture distortion?
Thanks.
 Shotguns
I'm torn about it. I didn't change it back to hitscan, but I have to say, it threw off my timing quite a bit. I'm still having a hard time hitting scrags in AD.
 At First I Didn't Like It
#325 posted by Drew on 2016/01/30 00:31:32
just because of initial discomfort, I suppose.
Now I love it, deeply.
I also love the changes made to gaunts, and to droles.
 All Or Nothing
#326 posted by sock on 2016/01/30 12:57:56
I would like to know about the thought process behind the change to the shotguns. I'd like to know exactly what kind of experience this change was intended to provide.
When I think of Quake and what makes it different to modern games, I always come back to projectile combat. The ability to move fast and dodge enemy fire instead of the usual take lots of damage and then hide / heal mechanics. I can understand in the old days of Quake, having a gun fire so many projectiles at once would have been bad, so this is probably why old games have hitscan, its technically better for the engine!
So I started a new mod called 'Repent' that would be all projectiles! I started with the shotguns and the first thing I noticed was that when I could see the projectiles the gun felt more powerful to me. The fact I could see what I was firing, where it was going and there was a slight pause before impact made the game experience better IMHO.
I then converted all shotguns in my mod to projectiles including the soldiers and fighting them became much more satisfying. It was no longer cheap hitscan weapon fire from enemies that I could hardly see, I actually had a fighting chance to dodge their attacks!
Sadly the original mod was lost in a hard disk crash, so I started again and wrote a second version which is now the mod AD. Later on in the development of the mod the plasma gun was added as a way to change the LG to projectile and that completed all the player weapons being projectile fire.
The projectile shotgun went through a lot of changes and I do mean a lot. It was constantly tweaked over and over during the course of the mod, with different speeds, particles, damage and spread patterns. One thing I did notice is that everyone on the MOD did not like the projectile shotgun at first (because its different) and then after a while loved it! I think this is partly because everyone has to re-learn what they are doing with the shotgun and I think this can be frustrating. Once the initial aiming issue is dealt with most people will like the change, its just not an easy path to follow.
For a long time the projectile shotgun was not the default, I had it setup as an option and no one used it, except Scampie! I realized that if I don't make it default no one is going to use it because they want things the same, so I decided its got to be default! I have to accept that everyone is going to be frustrated at first, but hopefully they will like it after lot of use and see the fun it can be.
#327 posted by Spirit on 2016/01/30 14:56:59
I fucking love the shotgun. Didn't like the sound at first but it grew. I just wish the bullets would trace through enemies. :>
 Ya
#328 posted by Qmaster on 2016/01/30 16:17:06
It took a little getting used to but it quickly became a lot of fun...only thing I didnt like though was that I have trouble seeing which dots are actual projectiles, and which are the particle effect.
#329 posted by JneeraZ on 2016/01/30 16:35:40
1. Position the monster in front of the gun.
2. Adjust aim for movement.
3. Fire.
:)
 Gameplay/Visual Patch 2
#330 posted by sock on 2016/01/31 20:28:06
Could someone please update the header of this thread?
Offical Patch 2
New readme file - Patch 2
Thanks
 UAGH
#331 posted by Zwiffle on 2016/01/31 21:24:04
DOWNLOADING NOW
#332 posted by Kinn on 2016/01/31 21:45:36
Just in case you miss the note in the readme, there are two new FRIGGIN AWESOME maps in this - remakes of doom e1m1 and quake e2m2
 Neato
#333 posted by Breezeep_ on 2016/01/31 21:53:54
#334 posted by Joel B on 2016/01/31 22:06:59
woot woot
 The New Maps Are Sweet
#335 posted by ericw on 2016/01/31 22:07:47
 Going To Be Playing Through These...
#336 posted by ionous on 2016/02/01 03:39:35
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