E2m1rq
#353 posted by madfox on 2012/02/04 02:07:26
Amazed by the cutscenes it took some time before I ended up in the little red room.
I shot the grunt and although the weak floor I couldn't get out, lost all my shells till I went ogre berseric with the chainsaw. Haha!
Started again, and was really excited by the topnotched map design. It took some time before I could identify the feeling of walking in a Q2 level with Q1 monsters.
I had to learn not to jump on ladders, and the large map environnement gave me a great fight with lots of enemies. I played on normal and didn't had the feeling they were perculiar strong.
The heat of the fight was more in the third part, after going up the elevator to the place with the two turrets.
I saved going up the elevetor, but died each time after reloading the level. I decided to save the level somewhat further, but kept on reloading the elevator.
Found one secret, and was amused the way the level developped. By its large format I had the idea of playing a sequence.
Not a bad idea, but to play the level it took me 90 minutes. (and didn't waist a minute of pleasure!)
Little things, like the gloom of the pent kept on the screen after reloading, a grunt frozen in its pose. Not things to mention.
Yes, a real warped Quake level!
Errrmmmm
#354 posted by Shambler on 2012/12/21 10:44:31
I finally played some of these maps as I downloaded this to play Tronyn's thing.
It's a useful demonstration of a lot of things Quake is NOT about:
OTT coloured lighting
Levels that looks just like Quake 2
Ice skating strafing monsters
Tinkly armour shards and health boosts
Massive glowing balls of light around laser shots
Floating footballs that shoot you
Turrets
Off centre weapons
Changed sound effects to sound worse and more human or just bad
Horrible distracting screen blurring which hides how much damage you're actually taking
Enemy that are more like DM bots than monsters
There's a few things that Quake can be about in this:
More detailed ammo boxes
More detailed textures
Axe-wielding grunts
Hallways full of zombies waiting to rise and attack
Large stone slabs that grind out to form a bridge
Protip:
#355 posted by negke on 2012/12/21 10:53:58
r_motionblur 0
Massive Glowing Balls
#356 posted by rj on 2012/12/21 22:18:05
is that not the old gl_flashblend 0
Also NOT About:
#358 posted by Shambler on 2012/12/21 23:09:17
Cutscenes.
Bland mapping.
Levels of difficulty that make Warpspasm seem relaxed.
Even more lurid coloured lighting.
Flying facehugging jellyfish.
But...
Zombie knights are very cool tho.
I'm kinda glad I didn't play this at the time. Compared to E1M6 Remake which, despite some annoyances with new sounds, falling damage, etc, had plentiful cool additions to the map and an exploratory vibe that felt like it was enhancing E1M6, this pack has kept all the bad bits, and either made them worse or added new stuff that's even worse, and hasn't really compensated with slick map remakes. Given the direction it was going it's probably a good thing the mod disbanded.
Hew!
#359 posted by madfox on 2012/12/21 23:45:06
Zombie knights won!
And they will haunt you Shambler..,
you, with your lack of grenade damage!
#360 posted by Yhe1 on 2013/06/06 09:09:36
I was trying to play Fort Driant under this, but the enforcers with the Hyperblaster does not do damage
Huh
#361 posted by ijed on 2013/06/06 10:53:09
What we did was enemy_whatever = enemy_rmq in a separate qc file in order to support external mods.
Now that I think about it, the extended damage system might have needed those hooks as well.
Sorry it didn't work. Thanks for playing it though.
No Proper Quoth 2 Support
#362 posted by gb on 2013/06/07 02:28:22
Boy, was that idea over the top. Let people play Nehahra, Quoth and everything else under RMQ. :)
Oh well, you have to do something like that once in your life or you haven't lived.
I've been thinking to overhaul the e1m6rq demo, add missing Chthon animations and make everything cast shadows with detail brushes. And add the missing room behind those crushers you have to block with crates.
Hmm. Maybe a new project. Sometime.
Yup, thanks for playing it Yhe1.
#363 posted by gb on 2013/06/07 02:29:28
And make the boilers only destroyable by Chthon. The boss fight is much too easy. >:-)
Question
#364 posted by Tronyn on 2013/06/07 03:09:20
what plans, if any, are there for any as-yet-unreleased RMQ maps? Will we see a partial release eventually?
#365 posted by Yhe1 on 2013/06/07 05:41:35
It's was quite fun actually, Hope you guys can add full support in the future
The Fate Of The Maps
#366 posted by gb on 2013/06/07 09:09:44
The Schism guys are still working on Schism, which I believe uses RMQ maps.
I've considered bundling some improved versions of my old RMQ maps and putting them up somewhere sometime, but since - to my current knowledge - Schism makes use of some of them, I'll only do that (quietly) when the Schism release has come and gone. I would probably fork such a release from the Demo 2 progs since I personally feel that was the team's pinnacle.
Also, the Scout's Journey environments are partly based in my RMQ maps, but their appearance has changed greatly. I had to dump certain parts of the levels due to technical reasons, replacing them with completely new setpieces, while other levels have been chopped up and their components are sort of recycled. Quite a bit of the actual brushwork from RMQ episode 1 will end up in Scout's Journey in some form though, so Quake fans might have a deja vu or several in the unlikely event they ever play it.
Schism should be *much* closer to a "faithful Quake remake" though, whatever that actually is.
Louis will know a lot more about Schism, naturally.
Bang
#367 posted by ijed on 2013/06/07 18:55:54
Lost a post with error 42 :(
Schism will use some but not all the RMQ maps and have a much more manageable release schedule - a few maps at a time as opposed to 30+ in one go.
Right now I'm working on a rubicon2 project to get some perspective, after that I want to arm up schism release #1.
Thanks
#368 posted by Tronyn on 2013/06/08 08:45:20
Thanks for the update guys
I paid attention to the RMQ site, so I just want to say: I want to see that outdoor medieval map (was it e1m2?) with the dragon seen from above. I always thought it would be cool to link all the maps in one of id's episode together into one single giant outdoor map (I even started doing this one time with E2, but soon gave up). I liked the idea of seeing what was outside of/around these maps.
#369 posted by gb on 2013/06/08 09:16:19
That was one of the maps I had to cut up in order for it to be playable as a q3bsp (and because frankly, there was no real plan behind the design of that outdoor area).
The vis behaves very differently in q3bsp, you can't have the crazy outdoor areas that some RMQ maps have (and some of your own, Tronyn).
That map is completely open to the sky; you can grapple through holes in the roofs and run around on top of the entire thing. It was one of the extreme things we did. Without MH's engine(and BSP2), that wouldn't even have seemed feasible.
It's one of the maps that are on a list of things to fix up, whenever time permits.
Though frankly, I believe its SJ incarnation will be better.
Maudlin
#370 posted by ijed on 2013/06/09 02:29:27
it would have been nice if rmq had worked. If i could just unstick myself from this ancient game i could do some awesome new creations...
I Know How You Feek
#371 posted by Tronyn on 2013/06/09 09:42:08
but the ancient atmospgere of this game is a big part of why you're here at all.
plus there's always/also personal reasons
Don't Worry
#372 posted by ijed on 2013/06/10 02:06:31
I sutil lime Quake :)
Awesome
#373 posted by ijed on 2013/06/10 02:07:05
Had the keyboard in Spanish :P
Are There Any Unfinished Rmq Maps
#374 posted by Yhe1 on 2014/09/12 10:08:08
are there any unfinished rmq maps that can be fixed up or combined and released?
LEARN TO FUCKING EMAIL YOU WANKER
Calm Down.
Probably
#377 posted by ijed on 2014/09/12 14:13:02
If I had the time and energy.
Rj had some great stuff with relatively few dependencies.
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