Moar.
#26 posted by
Shambler on 2018/08/31 10:55:06
Coconut: Not sure about triggers? There are a couple of possible bugs with wakening monsters too early. Clipping, aye maybe I could have done that, although the torches are mostly above head height and the pillars are rounded off. If a player is bunnyhopping like a loon it might be an issue.
Poorchop: Thanks for your kind comments! Glad you liked some of the casual gibbage - sometimes I do that for effect / fun rather than hardcore combat.
Done A Playthrough Thing:
#27 posted by
Shambler on 2018/08/31 18:09:57
The Shambler Brand Map...
#28 posted by Scragbait on 2018/09/02 00:25:16
...has visual clues to all secrets. I found all 12 but not right away - and no rocket jumps required. Good exercise map for secret hunters.
Played skill 2 - got 200 kills. It is a compact combat dense map with available cover. I thought the choice to not kill players falling into the void but rather hit them with a small health tax was a clever balancing idea. I learned this after overusing the void as a monster dodge.
Exiting the start tunnel and seeing the sun warmed architecture reminded me of the Egyptian themed maps in the Talos Principle.
Nice work and good fun.
Sham
Great map. Although I prefer sp1 overall. I finally got to the actual released version and it's fantastic.
#31 posted by
Mugwump on 2018/09/03 21:19:19
If one flame happens to pulse, there might be a reason for that.
Heh yeah, I saw that watching your playthrough. Dumbass me, I should have realized it... The other secrets I should've been able to find them on my own, too. Good ones.
I Like It
#32 posted by anonymous user on 2018/09/15 20:21:12
Played it right after your 1st map and I like it. Especially the texture set and the nice round architectures.
What I dont like are monsters that get thrown in from nowhere. People call it teleporting. It gets old when it is overused. I prefer when they are there from the beginning but that is a personal taste.
Thank you.
Cheers.
#33 posted by
Shambler on 2018/09/16 10:29:57
Glad you like the style :)
Teleporting monsters are pretty much a standard in Quake?? I've had a few testers / players say there are actually too many monsters already lying in wait and I should be using the teleporting-in function more. Actually, like you, I prefer having as many monsters as possible already in the map (possibly partly due to being lazy and getting bored setting up the teleports!), but there's only so much you can do with that, especially revisiting areas.
Another Valiant Effort
#34 posted by
Orl on 2018/09/25 01:40:46
Who would have thought you'd have a talent for making maps? Well this proves it, cause you do. Very nicely done!
First run demo, hard skill:
http://quaketastic.com/files/demos/orl_shamsp2.rar
Kind Words Orl.
#35 posted by
Shambler on 2018/09/25 22:19:02
As negke said, I've got 3 months of mapping experience and 20 years of learning the concepts ;).
#36 posted by
Orl on 2018/09/26 05:25:38
Time to put those 20 years of learning to use!
Skill 3 Demo
#37 posted by
spy on 2018/10/13 06:51:04
Another Great One, Sham.
Got 172/172, 9/12 secrets on 1st run. Great layout and fun combat&infighting. The non lethal drops are a huge plus for me. Never could stand instadeath pits.
And ehi, I gladly appreciated that you're still big on this penis thing. Good for ya.