That's Not New Grunt AI...
#28 posted by
Preach on 2013/04/10 12:46:00
..they've just been given rocket launchers. Doesn't really count as the same monster after that.
#29 posted by
Spirit on 2013/04/10 13:49:08
Can't say I like this too much, felt like the right side of
http://i.imgur.com/5dXX7.jpg sans cutscenes. Basically run and gun in the direction of the arrows.
Whoever started that "oh my beta testers got lost, I better add arrows so they know where they are going" should be forced to replay Half-Life 2 again and again and again and marvel and the replayability and accessibility.
#30 posted by
JneeraZ on 2013/04/10 17:14:53
I don't remember Half-Life 2 being all that open ... am I not remembering that correctly? There was generally one correct way to proceed through an area, wasn't there?
Are You Sure?
#31 posted by Orbs on 2013/04/10 18:54:20
I think they are more accurate walk around less and shoot earlier, il compare it tonight
Geuss I Was Wrong
#32 posted by Orbs on 2013/04/10 19:03:26
geuss it was just their numbers about 6 grunts and a box ttried to prevent me from getting up there:)
Geuss I Was Wrong
#33 posted by Orbs on 2013/04/10 19:03:26
geuss it was just their numbers about 6 grunts and a box ttried to prevent me from getting up there:)
#34 posted by gb on 2013/04/10 19:31:00
Nice layout.
This would have deserved a lot more effort to detail and polish it.
Does it support skill levels? I played at skill 0, and it felt harder than id hard. I usually play other games, so I come to Quake with a more casual approach, and for me this was too relentlessly harsh to enjoy.
Most mappers these days underestimate grunts - half a dozen grunts above and around you, combined with other enemies in your face, are rather dangerous because their shotguns are in effect mini-sniper rifles. They are hitscan bastards who pretty much act like slime: a constant loss of hitpoints. Did I say I despise them?
It's a typical Quake map - relentlessly throwing minor enemies at you while other minor enemies are poised upon ledges to take free shots at you. Then you run down corridors and enemies pop up like a row of practice targets. It feels like a training course, like sports, instead of something that I can explore and savour at my own pace.
Pauses would be nice. You're making it a point to toss monsters at the player without pause - relentlessly. Are you trying to kill someone?
The game world according to Ricky seems to exist only for the purpose of shooting, and consequently it is pretty bare except for monsters. I'd appreciate the combat to come in smaller chunks and bites instead, interspersed with some nice setpieces and moments of awe where I'm just looking, and not being shot at.
Perhaps that is something to consider for future maps.
Yeah
#35 posted by
Drew on 2013/04/10 20:31:56
I don't know why people are complaining about the layout/flow. I thought it was very nicely conceived - it's really quite tight. I am okay with layouts that are not super open, actually. In this case it works quite well. I agree about spirits reference with the final corridor, though. that could have been orchestrated a bit better as well, I suppose.
#37 posted by anonymous user on 2013/04/10 23:44:47
also it totally supports skill levels. just played through easy (found that 3rd secret) and, yeah, pretty easy, I thought.
Decent
#39 posted by
nitin on 2013/04/17 10:48:03
pretty good build for 3 weeks work but maybe should have made it smaller and more polished if that was your time frame? Still some nice curves and angles etc.
Gameplay is so so, seems like random placement. Fun but could have been better planned.
Good Map.
#40 posted by
Shambler on 2013/04/18 20:33:11
Detailing fairly bland, quite mid-skool in style, good angles and good layout though, didn't like the thin stairs but liked the style otherwise. Gameplay was good fun and well-balanced, a nice straight up blast of base shooting, Quouth monsters were used well.
Got A Proper Vid Of This Up Now
#41 posted by
DaZ on 2013/04/19 18:33:21