 My Biggest Gripe
was with the hats of the "dguard" guys... they kinda look like mushrooms to me... maybe I'm crazy.
 Take Me To The Top!
#413 posted by parubaru on 2016/02/09 15:13:27
 @Skiffy
#414 posted by parubaru on 2016/02/09 15:29:48
Have you played Kinn's excellent maps:
Bastion of the Underworld and The Marcher Fortress?
 Video Views
#415 posted by sock on 2016/02/09 15:33:57
@OTP, its fine don't worry, I read the TF channel stuff and just saw a pile of moaning! No one likes to eat shit sandwiches, you have to include some nice stuff once in a while! :P
@Fifth, the Death Guard is indeed weird. Its a scaled down version of the Hell knight which was originally designed to replace the Red Knights, but then Lunuran released his knight which is light years ahead. The death guard is suppose to be dressed in leather armour, hence its lower health and gimp look!
Anyway, since there is very little YT content available for AD (Daz seems to have retired!) I am going to start making promo like videos showing slices of combat and new monsters. As always any feedback or suggestions on the Videos are welcome.
Part 1 - The Wraith
 More Trailers Indeed Will Help.
#416 posted by Skiffy on 2016/02/09 15:52:39
Blame Xcom2! It has consumed his soul from the looks of things...
Parubaru... these are maps not from Arcane correct? :) No I do not think I played the.
 Seen Videos
#417 posted by Skiffy on 2016/02/09 15:55:00
I've seen playthroughs of those maps. They need to be recompiled with tools from today to have nicer lighting. Would look extra epic.
#418 posted by Kinn on 2016/02/09 16:05:19
bastion/marcher
Yes they are from a time when sunlight was pretty much minlight that cast shadows.
I think you'll find more than just the lighting in those maps is somewhat dated by today's standards though...
 Marching On
#419 posted by sock on 2016/02/09 16:19:20
@Kinn, nah you are too modest, the architecture in Marcher (spiral curved staircases anyone!) is still epic and the flow is really good. Lots of brilliant encounter setups, the bell ringing, the SK breaking floor and the final arena fight. It may not have the looks of modern lighting, it certainly has the gameplay IMHO.
Fun Fact : Marcher was one of the original inspirations for AD, the gib system and use of H2 models is the reason they exist in AD!
 Not Dogging Their Quality.
#420 posted by Skiffy on 2016/02/09 16:23:25
When I say they need to its more I would love it if they did hehe. But those are cool maps. Fun to hear how inspiration just triggers and circle through communities.
 Awww
#421 posted by Kinn on 2016/02/09 16:32:44
Thanks guys :} Of course it's hard to take an objective view of one's own work.
I'm hoping to extrude a little AD-flavoured treat from my nozzle before QExpo '16.
 Vore Fun?
#422 posted by Skiffy on 2016/02/09 16:53:43
Just dropped this in the Screenshots / Beta thread...
Vore Wip Screenshot!
Go there for more details! :)
 Slowly Working My Way Through.
#423 posted by Shambler on 2016/02/09 18:53:53
I think I've played all the test maps, all the ExMx remakes, all the DMx remakes, Necrokeep and Lavatomb now. I couldn't actually finish the last two though.
I'm finding the maps consistently great or better, the secrets & exploration really cool. The visual enhancements e.g. particles, smoke wisps, cobwebs, candles, skulls, and breakables are all good and used really nicely.
Some of the new monsters are nice. The Imps are well balanced and fun to fight. The Vores that spawn Vorelings and the floating twats who spawn Spiders are a neat touch. The Golems are decent, although the "don't use non-shotgun" feedback is a counter-intuitive, stone monster blood could just be grey.
The non-Quake-style monsters I don't generally like. Spiders, mages, etc.
The general gameplay / balance with the new monsters and weapon tweaks, I mostly hate. I think it's wrong at a fairly basic level, i.e. having a lot of enemy that are hard to hit, more accurate, and / or do a lot of damage, combined with weapons that are made less effective. The monsters require spammy shooting or sniping and the shotguns and ammo levels are contrary to this. Individual changes that are okay seperately but don't work together. I've found most maps start fine, turn into gruelling F6-fests in the middle, and then only get more fun in the end hunting for secrets after everything is dead.
So far E2M2 has been my favourite map. Start map has been my favourite gameplay.
 Marcher
#424 posted by Qmaster on 2016/02/09 19:14:16
@Kinn, Your marcher fortress was indeed the major impetus for my current project. I see it as a challenge to one up you.
And Sock and all the AD crew, darnitall if I don't have to up my ante even further for my mapsterpiece. AD is just too good!!
#425 posted by Kinn on 2016/02/09 19:23:05
Sh4mbl3r lol are you playing on skill 3 or something? Skill levels are your friend. I'm crap at quake but had a blast in AD on skill 1
Qmaster, that's cool to hear.
#426 posted by Kinn on 2016/02/09 19:26:14
Oh and shambles you know you can just switch the weapon behaviour back like sock already said.
I prefer the new behaviour personally.
#427 posted by Spirit on 2016/02/09 20:37:01
Marcher still has some of the best pacing of all Quake maps.
 True
#428 posted by PuLSaR on 2016/02/09 20:39:14
#429 posted by Kinn on 2016/02/09 21:18:00
Goddamn sounds like I need to go back and play it for reference.
 Minotaur.
#430 posted by parubaru on 2016/02/09 21:34:48
Skiffy, I asked because when I first saw it, my first thought was 'signature monster of iconic Q1SP has made a reapperance.
 @Shambler
#431 posted by Qmaster on 2016/02/09 22:21:19
One thing is for sure about the enemy balance, the crossbow knights are just as scary as shamblers because they are ridiculously hard to dodge, they are tougher than knights and scrags, and getting it with one bolt does way too much damage. The test map crossbow knight arena was one of the hardest rooms in Quake I have ever played. I died so many times. In a test map.
 BUT...
#432 posted by Qmaster on 2016/02/09 22:23:37
You absolutely fixed the gaunts. Those were great and because you can actually dodge the projectiles they are no longer flying shamblers like in quoth.
 And
#433 posted by Qmaster on 2016/02/09 22:26:53
the gaunt idle sound is by far the most atmospheric, most creepy sound effect in all of gaming history. Sorry for triple post.
I'm not sold on the gaunts to be honest. Projectiles are not fast enough and they die easy. But I didn't really like them in quoth either.
 Gaunts And Droles
#435 posted by PuLSaR on 2016/02/09 22:32:47
were my favorite qouth monsters. I think I love their qouth versions more. Gaunts have become more generic with projectile attacks and droles with shotgun ressistance is not my thing, I used to use super shotgun to kill them mostly in qouth. That's my only complaint about AD monsters.
I don't like the droles in quoth, I wasn't a fan of them in AD but sock knows this. I tried to get him to add the Gug but he was having none of it :p
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