 Very Hard But...
#18 posted by JPL on 2009/11/07 13:38:28
... I loved the architecture layout and details, the lightning effect are also well done.. :)
But, the gameplay makes this map very hard... I still havent't found a way to finish it without "godmoding"... or it is myself being a weak SP player... :/
Anyway, I still have to try the DM mode :)
Thanks for this great map ;)
 Negke Salutes You :)
#19 posted by spy on 2009/11/07 14:08:54
 Whew!
#20 posted by generic on 2009/11/07 15:58:40
After 44 minutes, and a slough of quick-saves, I finally made it through!
This map proved to be more than just a little bit interesting...
Pros:
>Architecture and layout -- albeit confusing at first -- was AWESOME!
>Off-beat stuff like the Shambler columns and the light-kegs.
>A variety of gameplay pieces with puzzles, timed events, and modified monsters.
Cons:
>Ammo was very scarce at times.
>Pressing the loose brick but not finding the secret it opened.
>God-moding through the Shambler tele-frag puzzle.
>Finding the silver key but not being able to reach the lock.
>The undead keeping my weapons. :(
AUSGEZEICHNET, NEGKE!!!
 2nd Run Through. Most Frustrating...
...But somehow sexy as hell. This map is like that girl in high school that you thought you had in the sack many times over, but still managed to escape the final retribution... ;)
Did no better this time. Did not even get to the zombie chopping bit. Still skill 1. Aw.
It's strange, how I got utterly bored at Arcanum demo for being overly frustrating but got the urge to finish this one, albeit being even MORE frustrating, at least for me... Hmmm... On to the 3rd.
Oh, btw, I love the monster with a different attack, wonder how Negke pulled that off...
#22 posted by spy on 2009/11/07 16:31:45
Oh, btw, I love the monster with a different attack, wonder how Negke pulled that off...
hmm... actually didn't notice any difference of the monsters attack...
 Not Even One?
I saw one. Don't want to spoil the whole thing for people that have not played it yet, but I saw it after having got the gold key in the small alcove above a passageway.
BTW, 3rd attempt. Skill 1. Killed a lot of zombies. But not enough. Got fried by a stray Ogre on a ramp of stairs on my way back to the quad. Are some of them Zombies behind the secret closed doors?
:( To the 4th.
 Zombie Run
#24 posted by negke on 2009/11/07 18:25:12
You can still finish the map even if you fail to kill all zombies within the timelimit. I added a mercy Quad for that case - it'll be tricky though (use infighting).
It's not a bad idea to kill all regular monsters first before starting the zombie run.
There are two Quads, one at the top, another at the bottom.
The barriers don't block off any area completely. They just restrict the map's connectivity. That's why I said "explore first" - the area you mean is accessible in two (actually three) ways, and quite valuable in terms of supplies. Speaking of which, the ammo situation depends on how impatient you are - restock after each tower before proceeding to the next.
Btw. the tower monsters can also be killed by shooting, though it'll eat up a considerable amount of ammo.
 That
#25 posted by Spirit on 2009/11/07 18:34:09
does not really matter because no-one manages to do the zombies anyways.
 Skill 1
#26 posted by spy on 2009/11/07 19:24:58
 Meh
#27 posted by negke on 2009/11/07 20:14:30
Thanks for the demos.
I should have have increased the zombie time even more. Though if I remember correctly, Scraggy managed to do it easily.
And maybe I shouldn't have lowered the tarbabies' health so much, either (but the Shambler's instead). spy's demo also showed a few bugs (or at least glitches I didn't notice). For example, after failing the zombie run, a "now proceed to the top" centerprint was supposed to appear, but it apparently doesn't for some reason. Oh well.
 Hi Negke
#28 posted by Ankh on 2009/11/07 20:25:25
I have recorded 2 demos (joequake-gl)
long periods of being totally lost
http://www.quaketastic.com/upload/files/demos/c3ngke.zip
I have stopped during the zombie thing.
I liked all the fights.
Was lost all the time.
Died once but don't know why
The architecture was very good as expected
 Did It.
Resuming from the first game I did yesterday. The missing centerprint would certainly have led me to completion on first run.
I had to know that a true master like Negke would never, ever leave you alone with an axe in the middle of a level without hope of completing it...
GREAT.
 It Was A Spawnflag Issue
#30 posted by negke on 2009/11/07 21:44:46
I know it's lame, but since the release is still fresh and all, I made a quick fix (and also increased the timelimit to 4 minutes). Everyone who hasn't played the map yet, please download it again for the new version.
 Where Is The 3rd Gold Key??
#31 posted by necros on 2009/11/07 22:17:08
got the one by the nailgun and the one floating in the tube, but i can't find the third one.
i looked with r_drawworld 0 and i see no gold key anywhere. (this is after 40 minutes)
 Played It...
#32 posted by metlslime on 2009/11/07 22:54:57
this was fun, and interesting, and not too hard for me (i did die a few times, but i do that in most maps so it felt typical on skill 1.)
Some notes:
- i started out using the shambler statues as a landmark, which turned out to be a big mistake and i eventually realized there were multiple locations with the same statues. Until then i was very confused!
- failed a couple times on the zombie gib section, the layout of that central area is quite confusing too. Mainly becuase it seems that there were three parts to it, and they were almost not connected (top and middle seemed to be only connected by a one-way lift, and the bottom section is only connected to the middle by a path which goes out to one of the towers.) And you have to drop down to get back down between sections. Doing it multiple times means that by the last attempt, i actually did pretty much know how to get around pretty well.
- found the secret brick, but don't know what it opened.
- no way to get down from the very top of the central section without taking damage, which kind of sucks when you have <5 health.
- never had a problem with Shub not being rendered, maybe it depends on the engine?
- this was fun and the gameplay was interesting and fresh. nice work.
 Interesting
... Frus-strate-ting... I'm not one for Escher-esque map designs. Found half the triggers and silver key, but couldn't piece anything together.
Fitz-0.85 sdl beta kept crashing too (especially at the finale), so had to play it with no sound sometimes %<
 Played It On Hard!
#34 posted by Hrimfaxi on 2009/11/08 22:31:27
This is yet another awesome negke map!
Architecture and layout was fantastis but confusing! 8-)!
Had to quicksave a lot of times but beat the map in the end, even though I really don't know how I did it 8-)
Anyway it looked greath! I really love how you use the ID textures in new ways.
Keep them comming!
 Not A One Night Stand
#35 posted by Scragbait on 2009/11/09 01:35:59
I tested this map on Hard and found it fascinating and perplexing to the max. I kept playing until I got it fully which meant spending much time learning it, finding all the secrets and eventually killing all the zombies. It is the best maze map yet and you'd never guess from such an open layout.
Trust me, spend time with it and you will be rewarded with a very unique Quake experience - plus, it looks great in those classic ID textures.
 All Secrets?
Not a small feat.
I still have in my head the sound of that secret door opening god knows where...
 Laugh
Do you mean from the plain brick trigger ?
I couldn't find it either
8-0
 The Silent
#38 posted by spy on 2009/11/09 09:50:01
what's the secret door?
#39 posted by negke on 2009/11/09 10:11:26
the silent/stevenaaus: It might have been better off staying open until found, but then again it's a very powerful secret in that it holds the SNG - and the weapons you find in the secret areas are not removed for the zombie fight. Problem is that people never look up. Otherwise they might have spotted it in another area and deduced button/door and this secret are related. spy found it (though I assume he did some prior 'research'?). Think through the wall.
metl: Layout - correct assessment. However, more paths to each part open up once you've done a tower (for you can use its teleporter and then jump down to the upper walkway) and, of course, found the barriers secret (people found the key, and the lock is clearly visible from at least two spots) - means to open it are close.
The Shub bbbox doesn't occur in Fitz, indeed.
Scraggy: That's the spirit. I wouldn't call it a maze map, though. But apparently that's how it feels to most people.
Just noclip around the central building and you'll see that it doesn't seem so confusing anymore.
necros: I assume you've found the key by now? #23
I should mention that, since there are two distinct game modes, skill 1 is like "hard" and skill 0 "normal".
I wonder if anyone finds the full moon... ;)
 Negke
#40 posted by spy on 2009/11/09 10:31:27
i just wonder, how to open the silver key secret, to get the LG and all that jazz, on skill 2/3 i can get it, but on skill0/1 i can't
we're need the complete secret areas walkthrough ;)
 Yes, I Meant From The Plain Brick Trigger...
@spy: I suppose it's a door, since it sounds like a door, but might as well be a trap ora hole in the sky, since I was never able to see anything moving, when I push the button...
@Negke. Thanks for the tip... I'll stick my nose in the air... ;P
#42 posted by negke on 2009/11/09 10:39:49
spy: I'm going to do walkthrough demos soon.
For now, try this hint: go to the area below the GK tube next to the yellow (Ogre) tower and keep your eyes peeled.
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