#26 posted by golden_boy on 2007/03/13 01:29:35
I like the map. I hope I didn't sound as if I didn't.
I just played Cassandra Calamity. There was a part where you walked down an empty hall towards a huge door, which suddenly began to close. I mean, most doors in Quake _open_ when you approach them. I thought that created some "tension". I also found the rest of it quite spooky, probably because of the darkness and the computer voice, and the absence of purpose (I repeatedly thought "what am I doing here? How did I get here?")
Another thing that seems to alert me are spinning fans in otherwise empty areas. Sadly not possible in standard Quake. Also very scary was the tank coming out of the exit (!) lift in the Quake2 demo. Alien-type stuff.
You (whoever said it) are right about inexplicable things being scary. However, if those cavernous rooms are filled with a horde of monsters and are nicely lit so you can see the monsters (the norm in Quake), the impact gets lost.
Anyway, people might be scared by different things. Even if I doubt it. I think all human animals can be scared with the same simple methods.
More Offtopic
#27 posted by scar3crow on 2007/03/13 02:09:35
I was so disappointed that the tank didnt appear at the end of base2 in Q2 like it did in the demo, it is such a good close.
I think Im gonna replay Cassandra Calamity, its been... since the release date that I last played it.
Crap this thread keeps giving me map ideas. If only itd give me some mapping motivation.
Ill give the e4m4 remake a go when I get off of work.
One Q2 Map
#28 posted by
ijed on 2007/03/13 14:24:44
I made had the tank as end boss coming through the wall (smashing it) then the standard arena combat with four pillars for the player to hide behind. The difference was that the tank had homing rockets and the thick pillars were slowly chopped down to thin sticks when hit by the tanks attacks. Not all in one go but bit by bit. It was pretty hair-raising, and a different type of fear.
Just wish I hadn't lost the HD it was on.
DRAT!
#29 posted by
generic on 2007/03/16 13:35:12
I haven't tried this one yet due to the following errors while loading the map:
TOO MANY EFRAGS!
...
TOO MANY EFRAGS!
HOST_ERROR: TOO MANY STATIC ENTITIES
Any help would be greatly appreciated ;-)
Generic
#30 posted by
ijed on 2007/03/16 14:22:02
Yeah, I know - sorry. AFAIK fitzquake or DarkPlaces will run the map. I tested for Aguire's Nehahra engine, which'll run it no problem (as will the standard glquake version). I put it in the readme but to run it in the Nehahra version;
-id1 -game qouth
Is the commandline you need.
Than
#31 posted by
Shambler on 2007/03/22 23:03:56
You are a disgrace!
(Admittedly E4 is the weakest episode....even so!)
P.S.
#32 posted by
Shambler on 2007/03/28 13:00:08
I tried this, I died a couple of times and gave up. I need to use quicksave more, or try harder.
#33 posted by
ijed on 2007/03/28 16:07:32
It's more difficult than standard maps, especially with the Qouth critters. There's no standard knights, for example, just the Death Brigade. I also replaced some points that originally had Fiends with Droles.
Try AguirRe's coop2 mode, it replaces Qouth creatures with the standard Id versions.
:|
#34 posted by
ijed on 2007/03/28 17:21:00
Apologies, coop2 isn't available.
Though the coop starts are in the map, and that'll make it more forgiving playwise.
I didn't do any external beta testing for the gameplay; which is why it's pitched too high. Although I did modify the end boss - the quantity is the same as the skill number, apart from nightmare.