 The Sword Is Awesome!
#19 posted by dooomer on 2008/08/17 17:05:15
in 2nd map I depleted all my shells on a bunch of knights, and had to use sword, and guess what, I accidentally managed to behead the last one!! (and it's the tougher one with red strips on his body)
This is fun, for beheading an enemy is obviously an instant kill.
I guess I am going to use my sword more often now. Wonder if I can behead a fiend??
 Tronyn...
#20 posted by ionous on 2008/08/17 17:22:04
nsoe3 crashes aRguire's Quake for me as well. The beta did not do that.
:
Excessive clipnodes (44041, Normal Max = 32769) in maps/nsoe3
Call, 2291
bunch of crap about shamber.qc
Pf_Precache_sound: overflow
host_error: program error
 Hmm
#21 posted by Tronyn on 2008/08/17 17:46:00
Excessive clipnodes won't crash it (and the final version has clipnodes less than the beta - I removed that painful warehouse area). I'll mail PM and aguirRe and see if they have any ideas.
 Tronyn...
#22 posted by ionous on 2008/08/17 18:32:19
Wrong choice of words on my behalf. It doens't crash Quake when I try to load the map, but dumps me back to the console. It won't load, the error I posted is what it says in the console.
 Error
#23 posted by Preach on 2008/08/17 19:18:25
This sounds like the error message generated when you load too many sounds in a single map. Do you have the latest version of aguirre's engines? On the version I have it reports such a warning in the same way as the excessive clipnodes warning for nsoe3 - I guess an older version might not be able to just handle it as a warning.
 Just Finished
#24 posted by Orl on 2008/08/17 19:30:12
Damn, that was hard!
I started at skill 2 and painfully worked my way up until the battle with the Bane. I must have died a hundred times in the previous levels. Those dragons and vores are a killer. But I admit defeat, as I wasn't able to defeat the Bane without god mode during the last half of the battle.
The maps are really great, especially nsoe3 and nsoe4. I didn't have any problems or errors with aguiRe's enhanced glquake, other than some slowdowns here and there in the big areas.
I don't think the gems, jewels and coins help a lot to keeping you alive, but they are nice to collect :)
But overall I thought it was a great map pack despite it's difficulty. I'm surely playing through this again, but at skill 1 this time ;)
Fantastic job Tronyn and all the others involved.
 Hm
#25 posted by Tronyn on 2008/08/17 19:41:03
did you use -heapsize 480000?
I'll let you know when aguirRe and or PM get back to me
doomer: glad you liked the sword. quake's axe was such shit. the sword's less handy in the later maps tho because of the horde combat.
 Preach
#26 posted by ionous on 2008/08/17 19:44:09
You were correct. The version I had was from 2005. Whoops. Smoothed out animations look neat.
Didn't turn my music off before playing. Nsoe3 intro music and Hefeystos make for an interesting mix.
 Heh
#27 posted by Tronyn on 2008/08/17 19:45:24
wow Orl, skill 2
my criteria was simply "I must be able to pass these maps on normal." I told PM, that on hard, people know what they're getting themselves into. The bane fight is balanced on skill 1 for me, but I get my ass handed to me every time on skill 2.
maybe in a future version the coins/gems could provide the player with a bigger bonus.
 Heapsize
#28 posted by negke on 2008/08/17 19:55:42
It's always recommended to increase the heapsize at least a little. In some maps, particularly the excessive ones, sound dropping may occur if it's too small (newer versions of BJP will show console warnings).
 Whichever Playtester...
#29 posted by Shambler on 2008/08/17 23:40:40
...said you don't actually need ammo to fight enemies - sack them.
 Nsoe5
#30 posted by [Kona] on 2008/08/18 02:47:14
Yeah, I left the MH aswell in that start battle aswell! If I knew I actually picked up a GL it probably would have been easier!
For me those 3 Vores in the void map were very difficult, but it was my own fault. I decided to leave them until I found a RL, rather than wasting nails. I spent the whole level running away from their bloody Vore Balls. Eventually when the dragons came, and I still had no RL, I finally just sat in the SK/GK room and nailgunned them, and took the dragons out with the DSG. Pity you lose your ammo at the start of each ammo - because I always left with heaps!
Yeah that sword is awesome. At one point I got Bane just below me on a ledge. He was trying to get me with his sword, and couldn't, so I just attacked him with my sword for ages. Then the fucker teleported behind me, and I was all wtf? so he hurt me good, so I had to reload. Never managed to get him back to the same ledge again.
Yeah, my levels were always rather small because of my computer limitations. I'd love to make some huge maps now. Although, a month of vis'ing doesn't sound good. Maybe I won't :P
Good luck with your future maps Tronyn! That Unforgiven one I'm looking forward to - remember originally it was us two that were going to make that episode in 2001? It was going to be the sequel to Rapture :) More medieval ruins and underground wizard = good. More base = bad. It would be good if you'd use more custom textures though. There's so many games from the last several years with textures that haven't been used in Quake. I should upload my textures sometime... I converted a lot.
 Hrm
#31 posted by megaman on 2008/08/18 11:14:57
only played the first map, kept dying on the second one right at the start on the first few knights; skill 1 i think.
One thing that i found a bit frustrating: i haven't played the original pack, so i don't know the monsters and pretty much died on each new monster the first time i saw it (that was on hard iirc); they do a lot of dmg if you don't know how they'll attack you. It would'be been nice to have some sort of introduction for each new type of enemy.
 Well
#32 posted by Zwiffle on 2008/08/18 18:34:42
It only took 50 years, but that crummy map I made was finally released. Oh hey, there's other stuff in there as well.
Haven't gotten past Trinca's map yet (the dragon keeps killing me) but I'm looking forward to getting past the first two crummy maps so I can play the last 3 good maps.
#33 posted by Trinca on 2008/08/18 20:31:17
great that pack came out i�m just sad becouse they dont fucking run with joequake :| fuck i�m sick of old stile clients!!!
aguirre fix put your client more modern please!!!
 Trinca
#34 posted by dooomer on 2008/08/19 02:03:51
If you can't run it with Joequake, maybe you can give Qrack a try. It's a spin-off of Joequake, and is now in many ways better. I don't know if it can play all the way through without problem though, because I am now just in the second map.
#35 posted by Baker on 2008/08/19 10:09:12
The decapitation effect of the sword was very cool. The animation was very good too.
 Time To Join The Fray.
#36 posted by PM on 2008/08/19 17:12:11
To Zwiffle and Trinca: As you have noticed, extra stuff was inserted into the maps, nsoe2 in particular. Once the devkit becomes available, the coders can look into the source and see for themselves the mess I wrote up. Also, there were originally too many Hell Lords in nsoe1 and nsoe2, so some of them were downgraded.
About nsoe2: Before the additions, nsoe2 seemed hard at the beginning, then gets progressively easier. By the time I get the rocket launcher, the five shal-rath at the end were a joke. During the rebalancing tests, damaged armor along with a dead guy were added at first, but then I thought why do that when I can add NPCs to fight monsters and mitigate the armorless player's limited ammo. So came the idea of rebels fighting the Bane's army, whose job in Quake life is to cause some damage then die like the redshirts they are. Also, as you all noticed, a ton of extra monsters were added to the end.
About the sword: It can decapitate anything except blobs (no head), the nsoe2 dragon boss, the trogboss, and the Bane himself. Zombies are gibbed instead of beheaded. I considered decapitation, then have the headless zombies continue after the player, but that was too much work for little gain. In addition to decapitation, the sword can deflect missiles by swinging the sword at them. Most missiles are too fast to deflect reliably. However, the lavaballs the Hell Lords fling are ideal for deflecting.
SoE: Indian Summer has some unused stuff. There is one unused weapon, a super-powered MIRV launcher that can be accessed via impulse 9 cheat. Impulse 14 gives the player dragonscale armor which is red armor with a morphing power.
With the various issues discovered since the release, I will work on a patch once I finish the devkit documentation. Bug reports or minor balance change suggestions, such as boosting treasure values, are welcome. I will also compile a version of the progs that will work with standard Quake by disabling some features and bypassing the map nsoe3.
#37 posted by nitin on 2008/08/23 10:29:30
um, please fix the difficulty. upto map2 which is pretty much ridiculous on skill 1.
 Managed To Finish It
#38 posted by nitin on 2008/08/24 03:54:24
despite the extremely frustrating gameplay, some of the situations are an absolute joke.
But maps 3 and 4 look stunning, and have a mind boggling scale too (especially 3). And I liked the non-linearity. Too bad you die no matter which route you take :)
 Currently Playing This
#39 posted by necros on 2008/08/24 10:06:00
i'm not going to really comment on the gameplay, just that in general, the fights are extremely difficult.
that said:
i liked, nsoe3 the most. i like the sprawling city/castle type feeling, and the clocktower looks great looming over the rest of the map. i also liked how the map starts, sort of in like a forest from inside of a quaint cottage. made a good contrast for when you hit the city/castle.
the final boss "bane" was crazy and had some cool attacks. i liked the lightning storm where the whole map gets dark for a bit before the strikes rain down. :)
i don't know what it is about picking up shiny things, but i loved the coins and gems, lol... it's like hellgate london ^_^
ty for quite a few hours of gaming! :D
 Lol
#40 posted by Tronyn on 2008/08/24 15:54:25
There will be an update coming out pretty soon - this will make the gameplay a lot easier in general. Also, it'll be playable in FitzQuake - the fitz progs will just skip Nsoe3. I'll post more info soon.
Anyway, a learning experience for future projects that will also use PM's stuff.
 Treasure In Soul Of Evil.
#41 posted by PM on 2008/08/24 16:50:08
In other fantasy themed mods or games, monsters drop treasure. If Soul of Evil had shops where you can buy stuff, treasure would be used as the generic "GP". If Soul of Evil had an experience point system in which the player can gain levels, treasure would also be a source of experience, much like in Advanced Dungeons & Dragons. Since neither shops nor leveling exist, treasure serves as armor or health boosts like the helmets and potions in classic Doom. The lack of shops, or rather the inability to spend money, and the lack of leveling are not (good enough) reasons why monsters cannot drop treasure in Soul of Evil.
On another note, treasure will give more in the update to come.
 Stuck On NSOE3.
#42 posted by Text_Fish on 2008/08/24 17:34:22
Having died several times in the first big fight I decided to just leg it past most of the monsters and get a big infight going, which served its purpose quite nicely, but in the process I must have skipped quite a few pickups because I'm now hiding behind a rock near the water with very little health and ammo. I don't want to start the level again, but DarkPlaces is shit so it won't let me cheat without restarting the level, and AGL just won't run it.
Does anybody know of a way to disable DarkPlace's silly cheat system?
#43 posted by negke on 2008/08/24 17:43:15
I'd rather leave it at requiring specific engines than skipping the best map of the entire episode...
Text_Fish: sv_cheats 1, restart. (quicksave/quickload instead of restart might work as well)
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