Oh And
The story is Oscar worthy.
#12 posted by JneeraZ on 2009/01/14 01:09:39
Oh ... my .... god. Holy shit! That was fucking epic! Well worth the wait. It will be hard for anyone to top this in 2009 and it's only Jan!
I don't have the words, dude, incredible work! But I'll try...
What a level. The texturing was jaw droppingly well done. I loved the floating crates and the generally flooded nature of the place. I've never seen that done so well before.
The progression was good (I got lost a few times or else I'd say great), the mood was pitch perfect and the details - just packed into every square inch!
I didn't record a demo because I'm horrible at these exploratory type maps and my demo would be very long and pretty dull.
I was sort of expecting to have to sacrifice myself to kill the creature at the end. It was setting for it - telling me to get the cells and then the lightning gun. I thought for sure I was going to discharge into the water. But it was cool anyway! Definitely a nice change from the standard map.
Thanks a ton for this amazing piece of work. I'm still amazed.
I've gotta ask ... how long does that take to VIS? It must be a beast.
Why
#13 posted by ijed on 2009/01/14 03:21:05
Didn't anyone tell me that christmas was postponed this year?
Can't play just yet. And I know of no smiley for the expression.
WOw
#14 posted by ZBREAKER on 2009/01/14 03:37:43
Just started to play this one...so nice when new Q1 stuff hits unexpectedly! This is really really sweet...and I haven't even gotten very far in addition to the fact that I've never been a great base style fan. Excellent work than..I know the funs only just begun.
#15 posted by than on 2009/01/14 05:57:45
willem: vis was something like 6 minutes or so, with bsp and light both taking 25 seconds each. It was pretty quick to compile, mainly because pretty much all the detail is done with funcs and the areas are quite small scale.
I was a bit worried some people would be confused by the layout and the ending, but I really didn't want to make things too obvious and "hid" a lot of ammo and health for people to find if they explore in order to encourage exploration. It was annoying how difficult judging how other people would react to things like the layout and ending when I was so used to the level myself :/
Anyway, thanks for the comments and demos :)
Great Map
Not much to add to what has already been said. I'm really impressed. I recorded a first run demo here:
http://www.quaketastic.com/upload/files/demos/sl_apsp2.dem.zip
I got very lost after I disabled the silver force fields, ran around the map for quite a while and finally found the exit, or at least got close to it. I died though. Not sure you want to watch all that... it's pretty pathetic ;-).
#17 posted by JneeraZ on 2009/01/14 11:06:38
"I got very lost after I disabled the silver force fields, ran around the map for quite a while and finally found the exit, or at least got close to it."
Yep, that was where I got the most lost as well. I was -this- close to noclip'ing to look around when i stumbled into the right area. :)
"vis was something like 6 minutes or so, with bsp and light both taking 25 seconds each. It was pretty quick to compile, mainly because pretty much all the detail is done with funcs and the areas are quite small scale. "
Well, there you go. That's what I've been saying all this time. A properly designed map can be large, detailed and doesn't need to take 2 weeks to VIS. Nice work!
Its Got Good Vis-blocking
#18 posted by RickyT33 on 2009/01/14 11:35:24
I think that that's probably the biggest factor to reducing vis times - proper vis-blocking. Then you can have all of the detail the engine can handle, and it still wont take forever. The worst type of map for vis-times is a complete sand box scenarion, JPL's CDA map (which took 50 days apparently) is just that....
Story Is Hilarious
#19 posted by nitin on 2009/01/14 12:07:40
cant wait to play the map, just waiting for my replacement gfx card.
#20 posted by JneeraZ on 2009/01/14 12:20:01
Ricky
Sure, but I guess my point was more that this map impressed me way more than any wide open map ever has - and it takes less than 7 minutes to compile. Goes to show that you don't need to break the engine to make a killer level. :)
So There Are Two Exits?
#21 posted by spy on 2009/01/14 12:42:24
and how to get eddie's exit? or this is dm related? great map than congrats. i'll try to play it on higher skill settings
Errr Just One Thing.
#22 posted by Shambler on 2009/01/14 13:01:28
How do you defeat the finish, especially if you retreated before collecting the RA and then it disappears?
You Load The Savegame And Try Again ;)
#23 posted by than on 2009/01/14 14:03:47
Shambler: There are a lot of cells and a lightning gun, right? There are lots of crates to hide behind too, and although it might take a little while to figure out how best to get around the room, it's perfectly doable. However, I should perhaps have taken Negke's advice and made it a bit easier, as it's pretty hard on nightmare unless you know the optimal route, and even then there is a good chance you will get smashed to pieces.
Anyway, once you have the lg and a reasonable number of cells you should be able to find your way to a safe spot to fire from, although it may not be easy to spot when you are frantically trying not to die.
In coop you could probably just sacrifice yourself to make it easier on a buddy and discharge all your cells ;)
Spy: There is only one exit. The edie encounter is just something that happens some way into the map.
Than Ok I See
#24 posted by spy on 2009/01/14 14:21:17
Demo
#25 posted by than on 2009/01/14 14:48:22
I made a demo for anyone interested. skill 3, 100% kills & secrets.
http://than.quaddicted.com/files/apsp2_thansk3.7z
Whilst making the demo I noticed a few bugs from last minute changes I made to the map that I didn't check thoroughly, so there are a few extra health packs, including one clipping through a nail pack and a couple of non-rotten healths. GRR, so annoying.
Hmmm K.
#26 posted by Shambler on 2009/01/14 15:00:59
When I played it, the end room was, errr, flooded...
#27 posted by JneeraZ on 2009/01/14 15:22:33
"When I played it, the end room was, errr, flooded..."
That doesn't invalidate anything that than said. :) Find a dry spot to shoot from.
Than
Do you play with autoaim or something?
No
#29 posted by than on 2009/01/14 15:40:14
sv_aim 2, non-inverted, no crosshair. The way it is meant to be played ;)
If you were watching the demo and thought I was too accurate, it's just because I know where everthing is.
A Little Bit Late But
#30 posted by spy on 2009/01/14 15:43:51
#31 posted by JneeraZ on 2009/01/14 15:55:50
What does "sv_aim 2" do to the aiming?
It
#32 posted by Spirit on 2009/01/14 16:09:44
disables any auto-aiming (normally Quake does some vertical help). Anything above 1 disables if I recall correctly.
Every \m/ true \m/ Quaker has sv_aim 666 in his config. ;)
#33 posted by JneeraZ on 2009/01/14 16:18:49
Oh OK, I usually just go with 1.0. :P
Hmm
#34 posted by nonentity on 2009/01/14 16:34:43
Hawter than fizzy peach drink. Will d/l it when I get home. And find my Quake 'CD'...
Hmm
In the demo it seems that you are often aiming above an enemy but still hit it with the shotty. That's odd.
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