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Two Demos
#13 posted by mjb on 2016/12/04 17:12:47
Congrats on the release everyone!
Played 2 maps so far, Terra Fuma and MFX's map.
Terra:
Crazy amounts of exploration and unessential areas...interconnected like whoa. Poison space base theme is very unique and was a joy. I love that there can be poisonous variety of enemies with this release! Great brushwork and space vehicles!
https://www.dropbox.com/s/b6baxcb2fpy72lk/mjb_terra.zip?dl=0
MFX:
I barely remembered this map from the jam so this was a real treat. Loved your secrets with the two special key types. Fun combat, fairly paced and a really cool fight at the end! Gorgeous work man!
https://www.dropbox.com/s/ti3lqtiskdiwe7o/mjb_mfxad.zip?dl=0
#14 posted by dwere on 2016/12/04 17:49:30
Hate to start with complaining, but the looping weapon animations bug is still present. Are there any plans to deal with it?
Well.
#15 posted by Shambler on 2016/12/04 18:14:26
Somehow, I enjoyed 95% of Arcane Monstrosity this time, the 5% being the Bobs in the final battle (the only time I actually died).
Couldn't Stop!
#16 posted by mjb on 2016/12/04 18:16:32
Okay, more demos...Skill 2
Arcane_Monstrosity:
This AD revamped version is just incredible. This may be one of the most fluid levels I have ever played. Everything just connects to each other and exploration is rewarded...great pacing of combat just flipping great.
https://www.dropbox.com/s/thyw70h4a9ey91p/mjb_arcane.zip?dl=0
Zendar:
Again, the revamped AD version gives for some more breakables, enemy variety and other fun things. Not going to spoil but one secret leads to a REALLY interesting fight! Lovely as it was back then!
https://www.dropbox.com/s/nl8oteyjtjx1dw5/mjb_zendar.zip?dl=0
This just leaves Ionous and Pulsar's map which judging by the kill count and secrets...is going to be a doozy.
Terror Fuma
47:43, 211/222, 8/13
It was certainly worth waiting nearly a year for this massive, moody map. Had this come out in 2015 it would have probably been the best map from all of AD. Great interconnection, especially in regards to visiting the same areas except a floor or two higher. Lots of cinematic moments involving vehicles. ;-)
Those slime champion monsters can fuck right off though.
Holy Fuck.
#18 posted by Shambler on 2016/12/04 19:59:06
That new Scrag Boss is the fucking coolest and Quakest looking addition since Quake itself. That pisses all over 95% of custom additions for sheer style, quality and aesthetics.
Arcane Zendar - a hell of a lot tougher reboot than Arcane Monstrosity (although I only died twice at the Scrag) but as fun as ever. I took yet a different path to my other 3-4 vanilla playthroughs. New scrag AI is a bit annoying. New Ogre z-aware AI seems sensibly toned down.
Terror Fuma, Skill 2 Demos
#19 posted by path0gen on 2016/12/04 20:08:56
Azad
Leptis Holy Shita
#21 posted by mjb on 2016/12/04 20:24:58
Skill 2, 18/25 secrets and I got the mega secret!
This is the Swampy of 1.5 and by that I mean in terms of crazy secret hunting and dynamic combat. I spent almost half the time in the map just discovering new ledges and secrets and books. Great lore element and the mega secret was cool! I think it would be neat if getting the mega secret would make the final fight easier or something. A nitpick I have is the severe lack of shortcuts once you unlocked higher levels...I ended up just noclipping if I fell.
I liked seeing new enemies be used a lot more like the voreling vore, and minion spawning minotaur. The boss fight was really cool.
https://www.dropbox.com/s/m0jpp3wap86ubd4/mjb_leptis.zip?dl=0
I'll provide more commentary on the maps and the new tools in general once I get acquainted to them. I am happy I still am in the development stages of my current AD map...I can include some of these fun new elements.
Great Run Bloughsburgh
#22 posted by PuLSaR on 2016/12/04 22:17:49
You're a true ledge walker!
There are actually two super secrets in Leptis Magna: one from me and one from Ionous. You've found mine. One is still left to find.
btw you could have found at least one more secret if you hadn't nocliped. Maybe more.
#23 posted by dwere on 2016/12/04 22:19:28
Regular nailgun consistently gibs shamblers. Doesn't feel right.
Double Take
#24 posted by mjb on 2016/12/04 22:59:47
Thanks PuLSar, I do not like noclipping and really I did not have to, but as you can see it was only done to save walk back time. I also paid for it with my life quite literally haha.
ANOTHER mega secret...wha wha what? Okay, looks like I'll have to dive back in, should have made a manual save!
Terror Fuma
#25 posted by path0gen on 2016/12/04 23:24:31
More fooling around, to find more secrets... still haven't found all of them :D
https://drive.google.com/file/d/0B9SGXU6l13PrTGxMQU1iTGJlQWs/view?usp=sharing
Can't wait to play other maps tomorrow!
Mon_boil
#26 posted by PRITCHARD on 2016/12/05 02:46:24
I hope ad_sepulcher comes soon! Until then, I can't work with AD 1.5 :(
https://github.com/kduske/TrenchBroom/issues/1522
Well, I could work with it if this bug is fixed. It's a race to see which happens first! :D
Just Rename Any Model
to mon_boil.mdl
#28 posted by muk on 2016/12/05 02:55:45
What map is that?
Generate a .ent file...delete the conflicting entities...?
#29 posted by muk on 2016/12/05 03:02:23
ignore that. trenchbroom isnt gonna care about a .ent.
fifths got the right idea.
or perhaps try loading in JACK, delete the mon_boil and rename the .map
@Fifth
#30 posted by PRITCHARD on 2016/12/05 03:16:55
Thanks for that idea, it works. Now my mon_boils are bonepiles.
@mukor, there are no "conflicting" entities in the map. I haven't placed any mon_boil entities or anything like that. That's why I thought it was a showstopper.
I suppose something else I could have done would have been to edit the entity out of the .fgd, but I have no idea how feasible that is.
#31 posted by muk on 2016/12/05 03:44:17
http://imgur.com/a/Ao2pY
Deleting those should do the trick. Loaded fine in Trenchbroom for me.
A note, the issue you submitted is moot. Its already been solved. Im using a recent build provided by Ericw, and it just gives an error message in the issue box at the bottom of TB. No crash.
#32 posted by PRITCHARD on 2016/12/05 05:19:36
How recent is your build from ericw? I'm using 3cb0140, which I got from them as well.
Interestingly, I only had to "fix" mon_boil - the icegolem never raised any issues for me.
#33 posted by muk on 2016/12/05 05:38:38
Im using the same build. Weird.
Glad we got it sorted out. Should probably get back to topic now. :P
Pritchard
Mark V And Quake.rc
You can forget these three commands in quake.rc if you are using a recent version of Mark V:
max_edicts 8192
r_useportalculling 0
cl_beams_polygons 0
Max_edicts defaults to 8192 in Mark V v1.0 anyway, and just like the other two commands, it simply doesn't exist.
New Here
#36 posted by topher on 2016/12/05 14:44:33
I saw this mod in rock paper shotgun some months ago. Since version 1.5 was due, i decided to wait,
and played rrp, honey and some others instead. i'm amazed. the level of quality is excellent.
i will be posting the demos later, first time playing the maps.
i played and recorded ad_e1m1 and e2m2.
very nice remixes
is there a way to continue to record a demo after quickloading? i was recording ad_e1m1 and stopped recording after a quickload. i died in e2m2, and played the level again from the begining and the recording was not stopped this time.
Topher
#37 posted by muk on 2016/12/05 18:07:15
Im working on a solution but it probably involves learning QuakeC.
Youll have to start a new recording after loading/quick loading.
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