Break Everything
#20 posted by PRITCHARD on 2016/10/17 04:54:06
Watching you break every box was pretty funny. I hope you liked my map khreathor, it was good to see how someone else handled some of the encounters. I await your comments eagerly...
I think in the future i'd definitely want to put more health in....
Whoops
#21 posted by PRITCHARD on 2016/10/17 04:56:34
Didn't refresh before posting, so i missed seeing Bloughsburgh's post.
I'm glad you liked my map so much! Unfortunately the ending is a bit weird, I basically ran out of time and ideas for how to end it properly. In an ideal world you'd probably be fighting your way out to a car on the street or some other setpiece, but as it is you're just killing the big bad and that's it. (Imagine that they're wearing a tux and fedora!)
#22 posted by Newhouse on 2016/10/17 05:37:48
I really wanted to add more small details like newspapers and more cardboard boxes(those would be breakable).. Though I wanted to keep these boxes I used in map unbreakable, otherwise it would be too easy to just break everything in your way and not requiring jumping skills that much (I like jumping), but that is just my opinion. Some people really do like breaking things*
#23 posted by dwere on 2016/10/17 05:37:52
I must say, the textures look about as rough as I expected.
Grey blood makes it hard to see if you're hitting anything, and subconsciously looks like nothing takes any damage.
I'm almost compelled to pick this thing apart to try and remedy the aforementioned issues, but I'm not sure it would be worth it, considering that there are only four maps, two of which don't even follow the theme.
In any case, thanks to Shamblernaut for organizing this thing, and I hope to see at least a few more maps of this kind in the near future, as it is a very interesting and unexplored theme indeed.
#24 posted by Newhouse on 2016/10/17 05:47:32
Things like, when you hit breakable walls there is different colored effect from it, couple people didn't realize they were doing any damage to some brick walls (semi secrets/secrets). With colors if you hit breakable wall (brick wall), there is brown smoke thing coming out after hit. In regular walls case the color is just grey.
@dwere
#25 posted by PRITCHARD on 2016/10/17 05:49:09
I can't speak to the other's work, but you can remove the palette file from gfx to play my map in colour (I built it with regular textures rather than desaturated ones). I almost prefer to do that, just because, like you said, it can be hard to make out details otherwise.
#26 posted by Newhouse on 2016/10/17 06:00:53
Well in my case, it should be easier to play in a normal way.. though it will be a bit of stylished because I used desaturated textures. But everything else is colored: enemies, effects.. and these effects especially:
https://drive.google.com/file/d/0BwxYkKdSD855Q1RrWHJGcDdtVFU/view?usp=sharing
So With Regards To The Inclusion Of My Jam Map
The sole reason why I included it at all was because we only had three entries by release date and I wanted the jam to have some padding.
I was just using it to play around with the idea of (quite literally) linear gameplay.
It was never actually intended to be released :)
#28 posted by Mugwump on 2016/10/17 08:34:57
Tried to play this jam in Darkplaces but it doesn't seem to load the palette. Do I need to put it in \id1?
#29 posted by dwere on 2016/10/17 09:15:16
Palette hacks are for us 8-bit old farts. True color replacement graphics won't be affected.
NewHouse
#30 posted by khreathor on 2016/10/17 12:19:07
Your demo is uploaded, see links above.
All demos are on nightmare.
I will upload them on youtube too.
NewHouse
#31 posted by mjb on 2016/10/17 12:47:28
I felt like I didn't' give your map enough credit from my initial post.
You use AD entities well when it came to ambiance. Plenty of light sparks, breakables, models to show for it. I think the centurion and the zombie knight are the only AD monsters seen however.
I also found you could get stuck in a few places if you try to backtrack (I make note of some on the demo)
Bloughsburgh
#32 posted by NewHouse on 2016/10/17 13:36:24
Thanks for your words.
It surely is possible that I wasn't able to find all of the places where you could get stuck. I want to point out one thing though, in ionous stream he simple didn't notice he could break bricks that were in front of one secret gun (plasma gun). And also after breaking one secret wall inside that old factory, even if you fail trying to jump to other side where quad damage was, stair bricks push out from wall near this yellow armor secret so player can jump up back by using those.. but I am sorry that I didn't lit it well enough for the player.
Another thing I want to point out is that.. I couldn't use this ganster/mafia theme because it doesn't fit together with my upcomming whole lenght episode... so I made something I could use even..
So I really hope it could be possible quake future city like ones in doom2, remember downtown map and also map from the plutonia experiment "Odyssey of noises". Unfortunately that was maybe too much, there wasn't enough time for the bigger map
Mugwump
#33 posted by Newhouse on 2016/10/17 14:43:09
Playing my map on Darkplaces is not good idea unless you will not get mad that I used invisible textures at least in one place, because the simple skip texture give me so much trouble to place between one button and bricks.
Some very impressive work, but:
a) what happened to those grunts-with-fedoras (I think khreathor made them)? They would have worked really well in Pritchard's map.
...and, more importantly:
b) I don't get the whole business with using desaturated textures AND a custom palette. I found that *almost* everything is improved by deleting the palette file: the contrast between the b&w visuals and the coloured HUD/enemies/pickups is what makes it work; if everything is grey it just becomes oppressive. Pritchard's map looks better in colour (without losing any of its "noir" vibe).
The only exception is the start map: why oh why was it textured only partly in b&w? As is stands, either you have to play it with the palette, in which case the desaturated textures are pointless, or you delete the palette and it looks bad, because it wasn't consistently textured in b&w.
I'm sorry if this sounds negative. There is a lot that is very impressive here -- that start map is beautifully made, for instance -- but it could have been so much nicer...
Total_newbie
#35 posted by Newhouse on 2016/10/17 16:29:05
"a) what happened to those grunts-with-fedoras (I think khreathor made them)? They would have worked really well in Pritchard's map."
Totally agree with you. After all it was.. only map with grunts after all? So it wouldn't affect on other maps or themes.
@total_newbie
#36 posted by khreathor on 2016/10/17 16:56:12
It's me who you want to blame... Unfortunately I haven't finished grunts, but I'm slowly working on Gangsters mod.
If Pritchard will be interested in extending his map, I would love to add it as one of the maps in mod.
Khreathor & Bloughsburgh
#37 posted by Newhouse on 2016/10/17 23:01:19
khreathor:
Thanks for your demo khreathor, it was pretty fun to watch ;) unfortunately I can't much help through that phone. But certainly see couple parts I should put more thought about now that I have more time for this this map.
Bloughsburgh :
This second scene after first spiders in old factory where suddenly lights went off, earth starts shaking(earthquake), lights's cover glass breaking in over you and fiends appearing when lights turn on below you, I really need to extend that glass floor a bit so players will not out run that intended 'cinematic jumpscare' scene. If you stop and try to act like normal human would be in "real" situation, that scene would make whole lot of sense* But I really need to try to execute in a different way, maybe adding more on scripting so it indicates which type of player you are -> careful/slow or wild/speed runner.
In my school I talked about this situation how to make it much more understandable.. one person suggested to add falling building structure that would break the glass.. sure it would be a lot like in this case that it will be falling in front of you like in this case but the visual message should be much more fair that way.
Stupid me just thought people would already worry about ground, because in the beginning player had to worry not fall down to lava pit, worry not die while running over that subway hallway and in both cases there were earthquake and something happened on the floor making it dangerous, but maybe there were too much pause between those scenes. It is hard to see what people are thinking just by watching demos, but those are better than nothing and I really appreciate them.
Thanks for everyone so far sending these demos*
#38 posted by PRITCHARD on 2016/10/18 02:36:50
How long does it usually take for a release like this to show up on Quaddicted? It'd be the easiest way to get my less quake-literate friends to play, thanks to the Quake Injector.
Normal
#39 posted by mjb on 2016/10/18 13:31:42
I'll share with you NewHouse, what my player mind was thinking during the fiend pit scare:
The first screen shake section encouraged the player to run fast to escape the breaking floor. So with that in mind, the next time the screen shakes, I figured I need to run because the floor is crumbling beneath me. Now add that it is extremely dark in this section and you have a recipe for fiend soup...er well...fiend's soup.
But an unintentional side effect I am sure, I used my brain and grabbed the pentagram and used that to tackle the pit head on!
Your map had some crazy stuff going on with it and it is certainly one of the showstoppers in the jam.
Bloughsburgh
#40 posted by Newhouse on 2016/10/18 14:21:57
Actually now it makes a lot of sense. Though I am not quite sure yet how to make it for the extended version. I really thought that darkness would make the player stop and think... but there was too much light.. and I can only assume that was their focus in that moment (even though they might not have notice that, because something like that happens really fast).
Pritchard
#41 posted by Newhouse on 2016/10/18 15:12:06
Your jam map seemed very close combat focused which I liked a lot* Beginning & Ending parts were the most memorable and very good pacing in overall. Maybe too much hogres in a sense.. since hogre is z aware ogre, so it would have benefit more.. placing couple of them higher than the player or lower.. but other than that basic game flow felt really good. Is this really your first release?
Playtesters?
#42 posted by Newhouse on 2016/10/18 15:56:34
If someone would be interested, I'm making one tweaked version during this week, so if you're interested play testing just let me know, my email should be on my profile.
My Few Thoughts...
#43 posted by khreathor on 2016/10/18 16:21:34
Shamblernaut: First of all you have a big slap in your face for not making this start map as a regular map. Well done, but you could make it much better with enemies and some cool gameplay! Idea of cinema is awesome. I had a similar idea, but in mine player enters huge old 50s TVs to select a map, anyway cinema is much better, so big + for that.
So... The Hackopolis... It's a nice map, cool remix, but doesn't fit the theme ;)
Pritchard: Very good map. I love usage of destructibles in it. Crates, exploding walls etc. Another good thing was texture choice, it built atmosphere very nice. You should try to set some thin fog, to give this "cold night" chill vibe to it. Anyway it's probably my favorite map from this pack and sorry you didn't got my modified models. Now I see what you meant, when you mentioned of a Shambler with fedora and suit. We can always fix this and you can release it as a separate map.
NewHouse: This map has nothing to do with Noir... but is good and well designed. It kinda reminds me of Bloughsburgh entry from the jam7. Simple clean brushwork, with little details, but quite complex map topology.
I had no problems with "fiends pit". I instantly recognized there is something wrong with this floor, so I slowly moved on the edge near the wall. No surprises. The "falling apart street" was a different story. First time I played this map, catapulted from the hole directly on top of the street and then earthquake started and I just died in lava - lesson learned. Another thing was this underground passage with a floor mixed with lava. It was annoying, especially when zombies woke up.
Nightmare was super hard, but after few retries I finally found a recipe how to finish it :)
Ionous: Concept is good, you should finish it. I haven't found the secret, but I saw vod of your stream, so now I know where it is :D
To sum it up... good job guys! I just have one conclusion:
We shouldn't make jams too often. It can drain energy and creativity too fast. Another thing is to announce a jam one month earlier, so people can schedule time for mapping.
#44 posted by dwere on 2016/10/18 21:44:18
Technical aspects should be ironed out early as well (so no rekt textures or anything like that).
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