It's pretty silly having a head crab annoyance enemy thats tougher than a grunt and isn't gibbed by a direct rocket hit :p
But whatever it's an easy enough hack to reduce it's hp within your own maps
True
tougher than a grunt and isn't gibbed by a direct rocket hit
At least change that. Dropping it 65 to 50 HP wouldn't unbalance much.
Also, Sentinels, why exactly are those stronger than Scrags? :(
Cause They're Robots?
Nazi Robots
Yeah - those indestructible head crabs really pissed me off in half-life. Why can i blow away a whole alien planet, or whatever, but but a few vorelings are just too much.
Vorelings.
#407 posted by Shambler on 2012/12/17 13:37:42
Health tweaks would be fine but they shouldn't be fucked with otherwise, they are one of the most perfectly themed Quake additions ever. Spot on custom monster.
#408 posted by necros on 2012/12/17 17:35:03
Just to be clear, Preach is the one working on the patch and gameplay changes and new monsters are outside of the scope of the patch.
Fast zombies worked because it was very obvious what type of zombie it was. it's behaviour was drastically different and immediately apparent. Also, there were no normal zombies in the mix which made things even clearer. Adding a new voreling variant with different health without drastically changing it's appearance and behaviour would be very confusing and changing the original would unbalance existing maps.
changing the original would unbalance existing maps.
Come on... nobody's saying to give them 1 HP or something, just a very small decrease.
#410 posted by Spirit on 2012/12/17 18:53:11
If the chance is enough to change the gameplay, then it changes gameplay. If it is not enough, then why chance.
- The Mighty Spirit
Health Tweaks
#411 posted by Preach on 2012/12/17 19:30:53
Some food for thought, voreling health has already been decreased once, so it's unlikely to drop further.
Closed Beta Time
#412 posted by Preach on 2013/01/03 02:20:12
OK, time to get things moving. I would like to invite everybody who has created a map for Quoth (1 or 2) to send an e-mail to me - the address is on my profile. I'll reply with a copy of the 2.2 beta and what to look out for.
How Goes Quoth?
#413 posted by mechtech on 2013/03/15 00:34:25
I Got..
really excited for a second but sad when it wasn't a real update.
Is the axeman going to be in this update? He's my favourite enemy type from the drake mod by far (Something Wicked made really good use of him)
IJED YOU GREMLIN!
#415 posted by Breezeep on 2013/04/13 03:10:18
The quoth 2 fgd download link is broken!
Y U NO POST A NEW LINK?!
How Long Can You Hold On?
#416 posted by Preach on 2013/04/13 05:11:06
I have the new fgd ready to go, but it's for version 2.2, so it'll get released at the same time as that (just waiting for the go ahead from testers now).
Mapping Guide
#417 posted by than on 2013/04/13 05:47:50
Any word on whether or not the mapping guide will be updated? There was a lot missing from it before and I seem to remember Necros acknowledging this. Anyone know if it will be updated? Necros? :)
#418 posted by necros on 2013/04/13 06:19:41
Not from me, at least not right now. I don't even have time to do the wiki stuff.
Okay
#419 posted by Preach on 2013/04/13 06:35:33
Due to the ongoing delay, have the updated docs:
http://tomeofpreach.wordpress.com/quoth/tutorial/
In Reply To Preach
#420 posted by Breezeep on 2013/04/13 14:49:05
NVM about that, I already found it when i downloaded hulk256 by Ijed. It's all good now.
Nice
#421 posted by than on 2013/04/13 16:32:48
Thanks for those docs. Not sure I'll be using them for now, but I do remember some bits and bobs missing from the old docs when doing my previous Quoth maps.
Quoth is awesome btw :)
Will there be any new content in the new patch, or is it just fixes and small additions to the existing mod? I did test some things a while ago, but that was just map compatibility really.
Btw
#422 posted by negke on 2013/04/13 16:44:43
Have you ever considered adding the QdQ code for speedrunning Quoth maps?
Speedrunning
#423 posted by Preach on 2013/04/13 17:30:31
I'm not really sure the demand for that would justify the difficulty involved. Adding some code that echoes your time down to the milliseconds would be straight-forward, although a bit strange to expose everyone to it.
The rest of the stuff (setting starting params, grenade counters, extra impulse commands) would require some serious porting for two reasons. One reason is that the the stuff that prints to the screen like the menu and the grenade counter is going to fight with the existing quoth code for the flashlight meter.
The other is that Quoth has made lots of changes to impulse commands and the meanings of the starting param variables (that's where the mapgate and endgate entities store values). So the menus for those would have to be rewritten accordingly. It would be a lot of work, not just a case of including their .qc files.
Par Times
Would be interesting, like in Doom. :)
I See
#425 posted by negke on 2013/04/13 18:18:56
From A Speedrunners PoV
#426 posted by Orbs on 2013/04/13 23:01:33
If the digits are realy easy to implement then pls do so in whatever new stuff there ever might be to come out. For runs under a minute a high or low decimal is a big difference wheter improving your run is within reasonable possibilitys.
The other impulses realy arent that important: trigger info/triggers visible is just an exploring thing in most cases you could load the map without the custom progs get a bunch of errors but stil find out what and where the triggers are and do (unless its a negke-hax-map). Ogre grenade timer is pretty horrible since it wil usualy swap to a different grenade then the one you want to jump off, grenade timer, meh most runners can do wihtout, overall it will increase succes rate a bit, but an easy GJ is very doable without and the harder ones usualy require movement anyway so its not like your watching the counter go and press jump when it hits 0, and the fast ones are usualy grenades tossed ahead into your line of movement or bounced of enemies.
Within most of the new engines the realy easy way to do a GJ (throwing a grenade straight up and wait for the second bounce)is actualy pretty hard (unless you script wich im realy against) since you can aim straight up more then in the original engines
If i had the skills i would have made a QDQstats improvement with some extra features:
easyer map exploring:
-tracking of buttons and triggers: a line between the button or trigger towards what it actualy triggers
-impulse to make invisible walls visible
-easyer way to spot secrets
-max damage of explodoboxes
Run comparing:
-a ghost option
-possibility to set checkpoints
-monsters
some form of health display (maybe a colour scheme wich gets brighter the less percentage hp is left)
-a way to track monsters behind walls
-a way to check wich monsters are left after you finished (with an id so you dont only know that it was an ogre but exactly wich one)
-voreballcounter
setting some notifications: did monster #x die?, status of door #x?(did it get blocked?) etc)
Probably forgetting a couple of things i tought of over the last decade but this post is already gettign slightly of topic and out of hand ;)
#427 posted by metlslime on 2013/04/14 05:09:20
Within most of the new engines the realy easy way to do a GJ (throwing a grenade straight up and wait for the second bounce)is actualy pretty hard (unless you script wich im realy against) since you can aim straight up more then in the original engines
This can be fixed in fitzquake at least, by modifying cl_minpitch and cl_maxpitch. -70 and 80 will restore vanilla quake behavior I think.
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